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ADVENTURES FOR ISR** ROLE-PLAYING GAMES 


MARCH'APRIL 1990 ISSUE #22 
VOLIV.no. 4 $3.75 USA 


824 








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Dragon Magazine 
RO. Box m 
Lake Geneva, Wl 53147 




ADVENTURES FOR TSR ROLE-PLAYfNG GAMES 




COVER: A bond of 
humonold diplomats 
sets off on on importont 
mission. Humonold 
dlplomots?!? As YOU 
can tell from the tone ot 
Jim Holiowov's cover 
painting for "Rank 
Amateurs." no one takes 
the ideo too seriously. 


A Few Words on Ethics 

During the tame wevk that I proofrvad Jim W«ird’» * 'Angry Muthers 
Fmm Hpck" for iiwue f 154 of DRAGON^ Magazim*. f r«^iva<la letter 
in rasponue to my plea for thought-provokmg editorial ideas. JimV 
article deals with how TSK makes decisions about what topics are 
acceptable in TSR *9 game products by eliminating whatever would 
anger a normally calm and caring mother (or father, for that matter) 
The person who wrote to me had not yet read Jim's article, but he 
independently suggested that I use my ediiorial to define the ethical 
standards that exist for submissions to DUNGEON^ Adventures. 

There is a paragraph buried in our writer's guidelines that not all 
readers may see, so I'd like to repeat it here and give you my own 
thoughts on what personally turns me off: 

IhMftietantMS nhoutd be gtneliy aivi^ed. Do not write adten- 
turea int'olvtng the destruetton ofcHddrrn or helpiesa perattna. 
exeetatve gore or vwlence, descriptions of Sotan orSalaniam. 
or game veraiont of mq/or reltgtoua figures. Expltctt aex. the 
encouragement of alcohol or drug ahuae. offenaiue language, 
and bathroom humor cannot be used. 
ril admit right now that gratuitous cruelty and violence bother me a 
lot more than sex. and I get positively enraged about substance abuse 
Ithia includes starting every adventure with the PCs swilling down 
mugs of ale in a tavern). I also prefer honorable, heroic goals and 
dishke adventures m which pure greed is the primary motivation. 1*11 
turn away unread any module that requires the use of evil PCs. If I 
were to publish such adventures. I'd lose all credibility in claiming 
(hat role-playing games show the moral superiority of good triumphing 
over evil and are therefore not tools of the devil. 

On the other hand, I don’t believe that mere mention of something 
condones its u.xe. If this were so. you could say that Uncle Tbm 'a Cabin 
condones slavery, or that The Diary of Anne Frank condones faKism. 
When w*e depict scenes of vilest evil, they're not meant to condone 
these acts but to motivate the heroes. If no one ever threatened to 
sacrifice the beautiful princess, enslave the hard-working villagers, or 
open a gate to the Abyss, what use would we have for heroes? 



Vol. IV, No. 4 


The Readers LETTERS 2 

DanSala^ THE DARK FOREST 

(AD&D levels 2-3) The alchemist 
would like some fungus and spores, 
but no one wants to get them. 
Perhaps you could help 4 

David Howery THE LEOPARD MEN 

(AD&D levels 8*10) The wicked 
Leopard Men might have loads of 
treasure--bul no one has ever met 
one and lived to talk about it. ... 13 


Randy Maxwell TOMB IT MAY CONCERN 
(AD&D paladin, levels 4*6i You 
wake up in a dungeon. But how did 
you get there, and why? 28 

Bruce Norman UNCHAINED! 

(AD&D DRAGONLANCE' 
adventure, levels 6-10) *'We gnomes 
built this wonderful dragon but now 
the darn thing seems to be out of 
control 36 


John Tferra RANK AMATEURS 

(D&D humanoids, levels L3) You 
and your fellow humanoids are 
going to be diplomats! Can you say 
‘'disaster'*^ I knew you could. ... 50 


PUBLISHER Jim Ward 
EDITOR Barbara G Young 
ASSOCIATE EDITOR: 
Roger E Moore 
EDITORIAL ASSISTANT: 
Dale A Donovan 


ART DIRECTOR 
Paul Hancheite 
CARTOGRAPHER: Dieael 
TYPESETTING. 

Ka(hli«n C. MacDonald 
SUBSCRIPTIONS: 

Janet L W'lntera 


Gandslfa eyes naahed, and his brows stuck out like 
bristles. 

'*Mr Frodo, sir!" cried Sam. quaking. "Don’t let him hurt 
me, sir. don’t let him turn me into anything unnatural! My 
old dad would take on so.*' 

The Fellouahip of the Hing. J R h, TbIkien 




LEUERS 


Ship Slip 

I recently purchased issue 120 of 
DUNGEON’ Matcezine and found it 
quite enjoyable. My only problem is 
that in Wolfgani; Eiaura adventure. 

‘The Ship of Night,** there is no descrip- 
tion for the U'Qnd of pftrificolion that 
Madame Narcosa uses. It*s not in the 
Dungtitn Maslvr'if Guide or Unearthed 
Arcana. Could you give me an accurate 
description of this item? 

Jeffrey Williams 
Las Vegas. Nevada 

Madamt Narat$a's wand of pelrinca- 
lion emits a 40' lorifi dark gray heam 
which the victim may aivid with o sue- 
cessfui Having thnyw vs. petrification. If 
the save is not sucveKsful. the victim is 
turned to stone end may be restored only 
by a atone to flesh spelt. Damage sus» 
tamed while m stone form is real and 
may kill the character 

The wand is made of thin, rusty iron 
with o ^eory. 2“ -long fitssil shark^s (ifoth 
set ai the Up. It has 1 7 charges left and 
may not be recharged. This wand may 
be used only by wizards, who gain 3,000 
XP for its use. 

Sote that Madame Narctiso's wand of 
petrification chtea not teleport its tirfims 
in the a av that Whiskers s uand dt>es 
(DUW)E04\ issue 921, page 22i. 

Krynn .Missing 

{ am 14 yeara old and have been an 
avid AD&D* player for three yeara novsv 
[ have risen quickly through the local 
ranks to reign as Dungeon Master of a 
world known as Krynn. and am o well 
respected adventurer of the Forgotten 
Realms. 


One thing that has greatly disturbed 
me in my tw*o years of reading 
DUNGEON Adventures is the lack of 
any DRAGONLANCE* adventures. I 
can adapt a few of the adventures pre- 
sented, but I have not seen one adven- 
ture designed for a DRAOONLANCE 
campaign That really huru. I make my 
ow*n adventures, but Tm Just a kid ond 
they just don’t stack up with the ones in 
this magazine. 1 know you must get 
some DRAOONLANCE adventures. 

Sandy Hunter 
Florenceville, New Brunswick 

We recetre very feu DRAGO.SLA,\TE 
adventures and until recently had not 
found one that we liked enough to path 
lish. Our first DHAOOyLASCE adven- 
ture. ''Unchainetd,’’ appears in this 
issue. 

If you read the paragraph at the start 
of each DVSGEOS adventure, you’ll 
discover that many of our contributors 
arc also ’'just kids'' for think they oreK 

Tm Much! 

I loved issue #20 except for one thing. 
In the adventure “Ancient Blood.*' 
which calls for 4-8 churacters of levels 
3-5, you have the PCs fight Mok* 
Turoknin’s apparation. a 16 HD mon 
aler with no THACO. Thot‘s to© much 
for 3rd- to Sth-level PCs! Please don’t do 
that in the future. 

Danny Boiko 
Rockville. Maryland 

Mok-Turitkmn'H uppartiton does not 
phyKit'ally attack, therefore it has no 
THACO. The monster kills by sugges- 
(ton If the players think things through. 


their characters should never hai*e to 
fight the apparition. 

Exoticity 

Wc Venezuelan role-players just 
wanted to send a big * thank you*’ to 
DUNGEON Magazine. TVue role 
players are hard iveryli to find here. In 
fact, all of us discovered FRP games 
through a friend who brought the game 
from the U.S. < there are no role-playing 
hobby shops here). The only way to gel 
our hands on AD&D material is when 
someone we know* goes to the United 
States. Last year I subscribed to your 
magazine Uhrough a friend who lives in 
MiamiJ. 

lt*s truly gratifying to receive, each 
month, a magazine packed with adven- 
tures. I would like to thonk you and all 
of your staff for the wondrous magazine 
you have been (and will be> putting out. 
Stephen Bonano’s letter m issue /20 
sums it up: *‘An excellent product." 1 
don’t think 1 could add another good 
feature to those he mentioned. 

A characteristic trait of DUNGEON 
Magazine over the last two years hois 
been exotic adventures. By 'exotic*' I 
mean everything from strange (“Cha- 
dranther’s Bane” (1181. ‘The Elephant’s 
Graveyard” [#15l, "Out of the Ashes” 
[#17|l to enticing (“Vesicant” (#16|. 

“The Wererats of Relfren ’ 1/141). pass- 
ing through haunting<“House of 
Cards” [#19|, “The Glaas House" l#15)l. 

Briefly. DUNGEON Magazine has 
published a large repertoire of adven- 
tures. a (good) sign of its wide criteria in 
choosing them. Nevertheless. 1 ask 
myself how exotic is too exotic for you? 
How much “exoticily” will you tolerate*^ 
What would you think of an adventure 


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2 Issue No. 22 




LEUERS 


with blue elves latooed on the face, that 
live on isles made up of debris, algae, 
and mud. and fight against four-armed 
sahuagin? 

Do not misunderstand me. I am not 
talking of cosmetic changes in appear- 
ance. Neither am ] asking you lo accept 
a submission solely on the basis of **ex- 
oticity*' Suppose you received a .submis- 
sion w'ith a solid plot, strong and 
consistent background and NPCs. and 
clear outlines, but the setting was far 
from the standard AD&D setting. 

Would you accept it? 

In the last Lssuc <1*20 1 you talked 
about high-level adventures. Of all 
high-level adventures I have seen in 
DUNGEON Magazine, most of them 
rely heavily on crawls either through 
dungeons or w ilderness ta 100 mile by 
100 mile dungeon i. They are also quite 
long. I liked “Of Nests and Nations*' 
[1131 very much, mainly because it >vas 
a city setting with a mystery plot. Will 
tor could) you publish more adventure.s 
that keep Nvith this line of thought 
(high-level adventures differenl from 
seek-and -destroy in a dungeon popu- 
lated with high-level monsters)? There 
is also the matter of space. How' much 
are you ready to give lo a high-level 
adventure? 

Lastly, what will you do with submis- 
sions dealing with psionics. given the 
fact that the AD&D 2nd Edition game 
has dropped them? 

Ifyou decide to print this letter, could 
you please print my full address. Thank 
you. 

Also, keep those great covers and 
praise Paul Jaquays for his interior 
illustrations. 

William Vernon 
Ave. Sojo. Res. El Escorial, #12. 

Urb. El Rosal. Caracas 1060 
Venezuela 

true that we like to puhiish unu- 
fiuai adeenturea, hut U'e ttke to think that 
each is aiso an exciting story in which 
(he DM and PCs can participate. / donU 
know how much “exonciry" / tvdl toler^ 
ate. Each adventure proposal is judged 
on its own mcriti. If the blue elves were 
ini'olved in a heck of an adventure, their 
color wouldn't bother me. If, however, too 
many of the games' rules are strained to 
provide novelty, we’d have to draw the 
line. 


Psionics, having been written out of 
the AD&l) 2nd Edition game, will prob- 
ably not appear in DUNGEON Adven- 
tures, Not many people used psionics for 
their player characters, and those mon- 
sters (such as the mind flayer i that relied 
on psionics have been rewritten so that 
their powers are attributed to spell-like 
abilities. You can do the same with any 
psionic power you want to preserve in a 
creature or NPC. hut it's unrealistic to 
require psionically endowed PCs for an 
adventure 

Hr are always Itxiktng for more high- 
level adventures (and low-level ones, for 
that matter). Unfortunately, wc can't 
spare half the magazine for one adven- 
ture That would he like publishing a 
“full” module and would defeat the 
purpose for which DUNGEON Adven- 
tures was designed. We try to limit our 
"feature" advenlure lo around 20 pages. 

Too Feu' Hai/ers . . . 

Personally, I prefer boxed descriptions 
because, as Shado Hart put it. they 
allow “the DM to easily read a descrip- 
tion for each room.'' As 1 am a fairly 
inexperienced DM. I need this extra 
help. 

On the other hand, I realize the need 
for variety and the feelings of those 
obstinate people who don't like bomg 
told what to say. So. ! believe that there 
should be more boxed descriptions, but 
not all adventures should have them. 

I have a hard time finding anyone to 
play with. W'hat can I do? How' can I 
find desperate AD&D game-starved 
swashbucklers and gel in touch with 
them? 

Aaron Higgins 
Flint. Michigan 

Aoron, you didn't specifically say that 
we could print your full address, so / 
don V feel / have the right to do that. You 
might look for compatible gamer.<i at a 
local gaming or hobby shop. Such store.s 
usually have bulletin boards where you 
can post notices of games and players 
wanted. You could also prominently 
carry artiund your copy of DUNGEON 
Adventurcfi and nee who shows an inter- 
est. We don 't mind the free advertising, 
either. 


lb start off. I would like to thank you 
guys for publishing such a great maga- 
zine. I love to play AD&D games but 
unfortunately, 1 only have three or four 
people to play with. Several times I 
have turned lo your magazine for help 
because not all ofyour mini-modules 
require a large group of players. 

However, I find that games with 6-6 
players are more enjoyable, so fve come 
up with an idea that I don't believe has 
been tried before. How' about a D&D' or 
AD&D game by mail. If any readers out 
there would like to hear more about it, 
please w*rite me 

JefTBobb 
332 Parker (rear) 
Ibledo. Ohio 43605 

... Or Too Many? 

I have been a Dungeon Master for 
several years now. and 1 just got a new 
shipment of players for my party. I now 
have 10-15 novice players (that's about 
17 characters) at each meeting, and I 
can't find an adventure that (Its that 
size of a party. It I put them up ogainst 
a lot of easier monsters (let's say 25 
goblins), the party clobbers them and 
hardly lakes a hit point of damage. If I 
put them up againi^t harder monsters 
(like two shambling mounds), they get a 
slightly greater challenge, hut if one of 
the monsters hits even once, it almost 
always kills the character. 

I was w'ondering ifyou could try to 
publish an adventure that could work in 
this situation. Also, ifyou have any 
suggestions, please let me know. 

Ifyou should decide to publish this 
letter, please print my full address so 
that othcr9 can write to me. 

Richard Williams 
1985 Palace Ave. 

St Paul, Minnesota 55 105 

WelP This is certainly a different prob- 
lem from the ‘*no one to ploy with " cry of 
ma/iv DMs. We've been acutely aware of 
keeping party sizes small, because many 
of our readers hove a difficuit time gath- 
ering more than four or five players per 
game. We're sure you 7/ get many letters 
from readers asking where you get your 
"shipments" of players. 


DUNGEON 3 





THE DARK 
FOREST 

6V DAN SALAS 

Troubles simply 
mushroom in the 
Underdark. 


Artwork by Tom ftoio 


Dan ts /tltti working on his bachelor's 
degree in biology while trying to tup' 
press hts urge to write fantasy novels 
instead of studying, He encourages all 
hopeful AD&D^ adventure writers tu use 
their imaginations, pay attention to 
details, learn fretm their mistakes, and 
never give up. 

“The Dark Forest’* is an AD&D adven 
lure for 4-6 player characters of levels 
2*3 (about 12 total levels). Good-aligned 
PC$ are rvcom mended, and warriors 
may he most suited to deal with the 
encounters. Underground proficiencies 
will be useful, and the PCs should be 
equipped for a journey across mountains 
and through caverns. The adventure 
can be set in the northern mountains of 
any tempt*rate wilderness. 

The ustilagors encountered in the 
Dark Forest are psionic. If psionics are 
not used, similar magical powers or a 
similar type of fungus monster may be 
substituted. The starvation rules in the 
^'ilderness Surx'ival Guide are also 
referenced, but they may not be needed. 

Adventure Background 

Kead or paraphrase the followmg to the 
pluyeni. 

Your travels have taken you to the 
mountains of the north. This morn 
ing you pasMKi a stone fortress and 
entered a pass between rugged 
peaks. As you have made your way 
northward along this pass, you have 
been careful to watch for bandits and 
ores. 

The trail is 100' wide, with rocky 
slopes rising sharply up to the moun- 
I tains on either side. The trail detours 
around numerous boulders and 
scrawny trees, and the mountain 
walls are pocked with niches The 
path at your feet is scarred with 
hoofprints and wheel tracks. 

Late in the aiternoon, you see a 
caravan on the trail ahead, traveling 
in the direction you are going. You 
count four wagons, each pulled by 
two horses, plus almost 100 other 
horses ridden by armored warriors. 

The force is 150 yards ahead of you. 


The PCs have encountered a mer- 
chant caravan. Roll for surprise, but 
note that the caravan guards are anticJ< 
pating an attack from a third party, as 
yet unseen by the PCs < +2 bonus to 
guards’ roll i. The guards appear uncon* 


4 Issue No. 22 








THE DARK FOREST 


cerned. They are traveling at a move* 
ment rate of 12. as fast as the caravan's 
draft horsea can walk. 

The guards arc all human mcrce* 
naries equipped with chain mail, long 
swords, daggers, and short bow*s w ith 20 
arrows in each man's quiver They ride 
medium warhorses Each man has a 
belt pouch containing l-IO gp per level. 

Mercenarv captain? AC 5; MV 9; F8: 
hp 65; THACO 13; /AT 3/2; Dmg by 
weapon type; ML 15; AL LN. 

Lieutenant: AC 5; MV 9; F7; hp 56; 
THACO 14; IAT3/2; Dmg by weapon 
type; ML 14; AL LG. 

Elite guiirds il2i: AC 5; MV 9; F2; hp 
11 each; THACO 19; I AT 1; Dmg by 
weapon type; ML 12: AL any lawful. 

Normal guards <65^: AC *5; MV 9; FI; 
hp 7; THACO 20; #AT 1; Dmg by 
weapon typo; ML 11: AL any. 

Medium warhorses (79): AC 7; MV 
18; HD 2 + 2; THACO 19; #AT 3; Dmg 
I 6/1-6/L3; ML 11; ALN. 

Each wagon is pulled by two drall 
horses driven by a hired laborer Eb’iv< 
era wear leather armor and use clubs 
and daggers in their defense. 

Wagon drivers i4K AC 8; MV 12; 
zero* level humans; hp 3 each; THACO 
20; / AT 1; Dmg by weapon tvpc; ML 9; 
Al. N 

Draft horses i8): AC 7; MV 12; HD 3; 
THACO 17; #AT 1; Dmg 13; ML 6: AL N. 

In the first wagon rides a pnest 
named Devin, a brown-robed follower of 
Diancecht. Celtic god of phyticiann 
{Legends A Lore, page 27). His wagon is 
nii^ with old furniture, as he is mov- 
ing to a new home. 

Devin: AC 10; MV 12; C9; hp 48: 
THACO 16; # AT 1; Dmg by weapon 
type: W 14. other abilities average: ML 
12: AL LG; quarterstaff; spells: bUss, 
cure light wounds i * 3), delect evil, sanc- 
tuary. 6or*5*m, resist ft re. slow poison, 
withdraw, dUpel magic, remote curse, 
remove paralyBie, cure serious wounds, 
neutralise poison, cure critical wounds. 

The second wagon belongs to a skinny 
eiven merchant, Prentice the Art 
Dc*aler His wagon carries 23 paintings 
by humans and elves, with subjects that 
include dragons, warriors, castles, and 
landscapes. These paintings are worth 
100-2.000 a 00d20) gp each. If a PC buys 
a pamtmg and later sells it to an upper- 
class he can make a IO-40'X profit 

on the investment. 

Prentice the Art Dealer AC 10; MV 
12; zero-level elf; hp 2: THACO 20; #AT 


1: Dmg by weapon type; ML 1 1: AL CG; 
two daggers. 

In the third w*agon is a fat merchant. 
Byron the Bookseller His w*agon holds 
many types of unusual leather -bound 
books, including a small tome of dw*ar* 
ven drinking songs (worth 25 gp), a text 
on fungus identification (w'orth 35 gpi, 
an ElvisKOrcish dictionary (worth 150 
gp). a thick cookbook written hy half- 
lings (worth 50 gp). and a gnomish book 
of practical jokes (worth 25 gp). Nearly 
all of the books w*ere printed on crude 
printing presses. 

Byron the Bookseller: AC 10; MV 9: 
zero* level human; hp 4; THACO 20; #AT 
1; Dmg by weapon type; ML 9: AL N; 
daKger. 

An old. white-bearded merchant, 
Randal the Alchemist, travels in the 
fourth vehicle. His wagon carries a 
single chest containing 30 ceramic vials 
decorated with symbols und letters. 

Wool is stuffed in between the vials for 
padding. There are eight potions of 
extra healing f worth 900 gp each), eight 
elixirs of health ) worth 2.300 gp eachl. 
one potion of animal controliworih 500 
gp), five potions of healing (worth 500 
gp each), unc potion of fire resistance 
(worth SOO gp). four potions of water 
breathing (worth 900 gp each), and 
three philters of love (worth 400 gp 
each). He also has a wand of metal and 
mineral detection concealed in (he 
wagon, though this is his secret. 

Randal the Alchemist: AC 10; MV 9; 
zerolevel human; hp 3; THACO 20; #AT 
1; Dmg by weapon type; ML 12: AL LG; 
unarmed. 

The Attack 

If the PCs' are spotted or draw* attention 
to themselves, the rear guards jmmedi 
atcly slow* their horses, turning to look 
at them. Warning shouts are called to 
the rest of the caravan, and short bows 
appear in the warriors' hands. 

Before the PCs have time to get close 
to the caravan, however, they hear loud 
growls from the slope on the left Charg* 
ing down from the rocky mountainside 
are 30 flinds wielding clubs and wear- 
ing thick studded leather armor padded 
with wolf fur. 

One find leading a squad of five at- 
tacks the party, while the remaining 
creatures attack the caravan. While the 
PCs fight for their lives, the caravan 
guards fire arrows into the charging 
flinds. then surround them and cut 


them dow'n. The mercenaries lose nine 
< Ist level) men in the process, and the 
battle between mercenaries and Hinds 
lasts 10 rounds. If the PCs are stilt 
fighting afier that time, the mercenary 
lieutenant and four 2nd*level warriors 
ride over to assist them. If the PCs have 
killed or driven off all their attackers, 
these five NPCs ride over at a slow trot. 
If the adventurers finish their part of 
the fight before the mercenaries, the 
PCs are free to lake whatever actions 
they desire. 

Flind lieutenant: AC 5; MV 12; HD 
3 + 3: hp 25: THACO 17; lAT 1 or 2; 

Dmg by w'eapon type: SA disarm with 
flindbar, + 1 to hit and damage due to 
strength; ML 12: AL LE; MC (gnolls); 
wields flindbar. has club on belt; belt 
pouch with four uncut bloodt>tonos 
(worth 40 gp each ) and 60 gp. 

Flind squad leaders (2>: AC 5; MV 
12; HD 2 + 3; hp 19 ( *2); THACO 19; 
#AT 1 or 2; Dmg by w'capon type: SA 
disarm with flindbar, + 1 to hit and 
damage due to strength: ML 12: AL LE; 
MC ignollsh each wields fiindbar, has 
club on belt; each has belt pouch w'ith 
three uncut bloodstones (worth 40 gp 
each' and 50 gp. 

Flind warriors <27): hp 12 each; lAT 
1; Dmg by weapon type; ML 1 1 ; each 
has one club and one belt pouch with 
2*20 gp; all other statistics as per flind 
squad leaders above. 

After the Battle 

When the fighting is done, the lieuten- 
ant hails the PCs. "Good afternoon!" he 
says. "The dogfaces had been stalking 
U8 for three hours. We didn't count on 
your group getting caught in the fight." 
The lieutenant appears friendly and 
asks what the PCs are doing in the 
mountains. He informs them that his 
group is escorting some merchants to 
the town of Ellenburg, at the northern 
end of the pass, and he offers to allow 
them to travel with the caravan (though 
the mercenaries will keep a close watch 
on the adventurers). 

If any of the PCs were injured in the 
fight again.st the flinds. Devin casts his 
healing spells on them, using the most 
powerful spell to heal the character who 
took the most damage. None of the 
mercenaries were seriously injured 
(except those who died!), and Devin is 
especially grateful to the PCs for help- 
ing to protect him. The dead merce* 
naries are wrapped in cloth and loaded 


DUNGEON 5 



THE DARK FOREST 


onto wagona before the caravan seta off 
again. 

When the sun begins to set. read the 
following to the players: 

From ahead in the line of march* the 
captain shouts. "'Let's make camp for 
the night!" and everyone climbs 
down from horses and wagons. The 
drivers feed the wagon horses while 
the mercenaries gather wood from 
the slopes, feed their horses with 
grain from their saddlebags, and lay 
the campfire. Soon, everyone ia sit* 
ting around a blazing fire, eating 
stale bread and cheese, drinking 
cheap ale. bragging about the fight 
with the Hinds, and mourning their 
fallen comrades. 


IVn guards (nine lst*1evel and one 
2nd level warriors) are sent a quarter 
mile north along the trail, and an equal 
number are posted to the south. These 
guards are changed every three hours, 
but the night passes without incident. 

Before everyone settles down to sleep* 
the PCs are approached by the art 
dealer and the bookseller These mer* 
chants are polite and friendly. They 
greet the PCs. compliment them on 
their battle prowess, and describe the 
items they have for sale. If the PCs 
refuse to buy, the merchants thank 
them for their time and return to their 
wagons for the night. 

When these two have gone. Randal 
the Alchemist appears. He sits down as 
if to stay for s while and says. "I have 
an offer to make that you might find of 
interest." If the PCs express any inter* 
est, he continues. 

"Two days ago. 1 was camped outside 
the fort that guards the southern end 
of this pass. At that time a dwarf 
came to me and described a maze of 
tunnels that he had discovered; he 
said the maze ended in a large, 
empty cavern. Beyond this place was 
a second cavern containing a forest of 
giant mushrooms, with some strange 
red fungus as well. The dwarf said 
that he was chased out of the cavern 
by a band of fungus men. 

"I am interest^ in the dwarfs 
story because t would like to obtain 
some of the fungi that he described. 
ni pay you 125 gp for each handful 
of red fungus you can collect. In 
addition. I will give your group a 
potion of txtra Aeo/ing and an eltxir 


of health for your trouble, before you 
set off. These may help against the 
worst sorts of fungi When you re- 
turn. follow this pass north to Ellen* 
burg, ril be staying there for the 
next two months. 

"Tbtnorrow morning we should 
come to a narrow* side pass that the 
dwarf claimed would lead to a door* 
way. Beyond the door you’ll find the 
maze. Remember that the true path 
is the one that always slopes down- 
ward. Follow it to reach your goal. 

*'There is one other thing I would 
also tike to obtain some myconid 
spores for my studies. 1*11 pay you 
300 gold pieces for each handful of 
myconid spores that you bring back 
But remember this: The spores disin- 
tegrate when the myconids die. so 
you can't obtain them by force. You'll 
have to convince the fungus men to 
give up their spores willingly. 1 will 
not be a party u> needless slaughter" 


[f asked why he doesn't hire the cara- 
van guards, the alchemist says* "I've 
tried. These men are simple merce- 
naries. They don't have the heart for 
underground expeditions, and they have 
their own jobs to do " If the PCs ask 
why he wants the red fungus* Randal 
says. "I'm studying its ability to cure 
diseases." 

If the PCs try to squeeze a belter deal 
out of Randal, roll a reaction check At 
worst, he gets angry and refuses to 
change his offer, at best, he raises the 
gold piece awards by 50^ . 

At dawn, the caravan prepares to 
leave. Randal encourages the PCs to set 
out now to retrieve the fungi samples he 
wishes to study. By Randal's directions* 
it should take only a few hours to reach 
the opening into the tunnels (see * Into 
Deepearlh"). 

For the Dungeon Master 

Randal the Alchemist doesn't know the 
complete story of the dwarfs adventure* 
though he knows more than he has said. 
When the dwarf entered Deepearth. he 
fought a scouting party of Hinds who 
were exploring the same area. Though 
gravely wounded in the battle, the 
dwarf obtained from the Hinds the wend 
of metal and mineral detection that the 
alchemist now owns. The dwarf crawled 
out of the tunnels and to the fortress to 
the south, w'here he told his story to 
Randal The dwarf gave Randal the 


wand before dying of his infected 
wounds. 

The alchemist is unaw are that the 
dw arf fought only a small part of a 
large Hind clan. The Hinds who at- 
tacked the caravan were sent aHer the 
dwarf and the w*and. and had tracked 
the dwarf to the southern fort They 
correctly guessed that the wand was in 
the caravan, but they had a poor grasp 
of the power of mounted and bow-armed 
mercenaries. Though it is assumed that 
all Hinds w*ho attacked the caravan 
were slain, three Hind warriors (hp 12 
each) remained behind at the top of the 
slope overlooking the caravan. Tlie.se 
survivors fled when they saw their 
companions die. heading back to their 
tribe to inform their chief of the defeat. 

Randal is a true scientist, and his 
desire to get samples of the red fungus 
and myconid spores is genuine. He has 
no intention of launching a mining 
expedition but plans to take the wand 
elsew'here, to save the myconids from 
the greed of surface dwellers. He does 
not know* of the flind clan in Deepearth. 
nor does he realize the reason for the 
attack on the caravan. 

History of the Caverns 

The tunnels and caverns accessible from 
this pass were originally cut by moun- 
tain dw-arves who mined for precious 
gems. Tb disguise the mine* they hid its 
entrance with secret doors (area 1 on 
The Dark Forest map) and excavated a 
maze (area 2) to confuse intruders They 
also dug out areas 3. 4. and 5. After 
many yearn, the mineral veins w*ere 
depleted and the dwai%*es abandoned 
this place. 

As time went on. water seeped into 
the caves from the soil above, forming 
the tunnel that leads south from area 5. 
This passageway eventually connected 
to caverns in Deepearth, and it was not 
long before the denizens of the Under- 
dark ventured up into the old mines. 

First came the duergar, the evil gray 
dwarves. They discovered a new pocket 
of gemstones and immediately began 
mining operations m area 6 However, 
they foolishly made few precautions 
against invaders from the surface. They 
were discovered by a small group of 
adventurers who decided to raid the 
dwarven mines for gems. To prepare 
their escape route, the adventurers 
earned many bushes ond small trees 
into the largest of the caverns. They 


6 Issue No. 22 








THE DARK FOREST 



then entered Deepenrth and aUncKed 
the dwarvea. alculini; many bu^n uf 
uncut 

the party fled throUK'h urea S, one 
or the adventurers— an elven prjcsi— 
cast a ptant growth apt*) I on the bushes 
and trees in the cavern » filling it with a 
tangled, thorny barrier that only a few 
of the dwarves could force thejr way 
through In the battle that followed, 
many gems were scattered. The advert- 
turiTs left wuh what treasure they still 
held and never returned to the domain 

of the gray dwarves 

Over the years, the dwarves' shovels 
reshaped the mmo. creating area 7 and 
the tunnel leading northwest from 
there. fc)ventually. the dwarves aban- 
doned this section of Deopearth for 
richer veins. The bushes and trees could 
not live w'lthout sunlight and began to 
rot. Later, a group of my con ids wan- 
dered into the orea and claimed it as 
their own. .spreading the spores of many 
fungi in the tangle of the dead forest 
The fungus forest thrived, fed by the 
rotting wood, old fungi, and w’uter that 
dripped from the ccihng. 

The Flinda 

The pijW'eiTuI chief of the flind clan i.s 
named /\zed Pushu A few* years ago he 
formed u flind tribe from various scat- 
tered hands in the forests south of the 
mountain.*. He and his warriors became 
successful raiders in the woods One day 
they ambushed some adventurers and 
acquired n ivomi of mrtfil and rntnera! 
detrrtum as well as several dozen fla.sks 
of lamp oil. Deciding to test the w and. 
Azed-Fasha led his tribe north into the 
mountains, where they found the old 
dw-orven mine 

In Dt*t*p<-arth the flinds met the fun- 
gus men. who fought the invaders The 
flinds retreated, but a.* they continued 
to explore the tunnels, they found the 
duergar s alternate entrance mio the 
Dark F<»rest ^through area 7i. In area 5 
they discovered n small pocket of uncut 
gemstones, though three flinds died in u 
fight against a busidirond. 

Soon Azed-Pashu set up camp in area 
7 I area 3 was too .small for his tribe i. 
Just as he was planning a return expe- 
dition into the Dark Forest, his scouts 
were attacked by the lone dwarf who 
stole the magic wand. Azed-Pasha sent 
33 flinds to recapture the w-and— but 
only thriH* survivors returned to tell 
him of the disastrous attack against the 


caravan Enraged by the loss of so many 
comrades. Azed-Fashu made plans to 
vent his anger <und achieve his eco- 
nomic goal si by setting fire to the Dark 
Forest and clearing a way for the gath- 
ering of the gems. 

Azed-Pasha: AC 5; MV 12: HD 5 +3; 
hp 30; TH.ACO IS < 14 due to strength >; 

1 or 2; Dmg by weapon type; SA 
disarm with flmdbnr, **‘1 to hit and +3 
to damage due to strength, hurl oil: ML 
14; AL LK; MC <gnoIls); wields flindbar, 
has dub belt on bolt: bell pouch has five 
uncut bloodstones < w-orth 40 gp euchi 
and 75 gp 

With Azed-Pasha in Deepearth were 
his lieutenant, two squad leaders, and 
67 warriors Uhe lieutenant, leaders, and 
30 of the w arriors w*ere sent above to 
Attack thecaravani. Azed* Pasha now 
ha.s only 37 warriors left ihp 12; j*ee 
‘The Attack*' for their statistical .As 
this IS a tnbe and not merely an out- 
post. the group is accompanied by 40 
noncombaiant female flinds^ AC 7. HI) 
1 +2; hp 7 each: I AT nihand 12 voung 
Hinds ‘AC 10; MV 10; HD * - hp 3 each; 
lATnih- 

In addition to his other possessions, 
the chief carries three leather flasks of 


lamp oil on a shoulder strap Each of hi.s 
37 warriors has tw*o flasks, end 20 of 
the females now carry one flnak each, 
The flinds intend to thi.s oil to burn 
the Dark Forc.st after they kill the my- 
con ids. All of the Hinds in the otvernH 
u%* torches, us the tunnel Hours are 
very rough and uneven throughout; 
each adult flind will have 1-3 torches 
(one lit). 

T\i UM'd in combat, a flask of oil 
must be lit in hand iw'ith a 2 in 6 chonce 
of the oil burning uncontrollably for 1-6 
hp damage to the holderi. then thrown 
at u target (to-hit roll nec<*A.sary; 60' 
range) Burning oil causes 2-12 hp dam- 
age on the first round and 1-6 hp dam- 
age on the second, third, and fourth 
rounds, w ith splashes causing 1-3 hp 
damage to characters wnthm .5* nf the 
.spot where the oil struck. 

The DM may rule that an oil flask is 
destroyed m n fight, releasing its con- 
tents onto the flind or PC' who carries it. 
The base chonce for this to occur is O^t . 
with the follow'ing cumulative modi 
fiers +5'* per hit by u bludgeoning 
weapon. per hit by a piercing 
weapon. + lO'f per hit by a slashing 
weapon Note that oil spilled on a thm 


DUNGEON 7 





THE DARK FOREST 


acUr can be lit by a torch < to-hit roll 
necessary) for normal burning damage. 

The Myconids 

Area 4 is inhabited by 21 fungus men, 
one circle of 20 led by a 12'-tall king 
named Armillaria. 

ArmiUaHa: AC 10; MV 9; HD 6; hp 
38; THACO 5; #AT 1; Dmg 6 24, SA 
spore clouds; ML 13; AL LN: MC. 

The rest of the group consists of four 
lO'-tall myconids <HD 5; hp 32, 30, 28, 
27: THACO 15; Dmg 6 20; ML 12). four 
8 •tail myconids I HD 4; hp 25, 24. 22, 
20; THACO 17; Dmg 4 16; ML 12). four 
6’4all myconids iHD 3; hp 18. 17. 15. 
13; THACO 17; Dmg 3- 12: ML 12), four 
4'4aU myconids iHD 2; hp II, 9. 9, 8; 
THACO 19: Umg 2 8; ML 12), and four 
2'-tan myconids <HD 1; bp 6, 5, 4, 4; 
THACO 19; Dmg 14; ML 12). 

All myconids can shoot clouds of spe- 
cial spores froin the undersides of their 
mushroom-cap heads, where the spores 
grow at a rate of one ‘packet** per day. 
Cach packet can create one spore cloud, 
and A myconid has a maximum of five 
packets of each specific spore type at 
any one time. As a myconid grows tc 
the next size level.it becomes able to 
spray an additional type of spore. The 
number of times a day that each type of 
spore can be sprayed equals the my- 
conid'shit dice. 

The order in which the types of spores 
are gamed by the growing myconid is 
listed below: 

HD I: Distre<» spores: alert other 
myconids to danger. 

HD 2: Reproducer spores: released by a 
dying myconid to create a new myconid. 

HD 3: Rapport spores: used in the 
myconid melding ritual and to allow 
telepathic communication with other 
intelligent beings. 

HD 4: Pacifier spores: immobilize 
attackers 

HD 5r Hallucinator spores: used in the 


melding ritual and to give enemies 
frightening hallucinations. 

HD 6: Animator spores: animate dead 
creatures to fight for the myconids (used 
by the myconid king only). 

Direct sunlight affects myconids by 
drying their moist skin, causing 1 hp 
damage per round. Similarly, myconids 
take double damage from fire. For this 
reason, the fungus men are terrified of 
the surface world and the sun. Other 
fungi are also affected in this way, in- 
cluding red fungus and blue mushrooms. 

Armillaria is an alchemist and can 
create potions at the rate of one per 
week. He knows how to make potions of 
vttaiiiy. poliOMof extra-heaUng. and 
tlixirs of hcaith (in addition to those 
potions listed in the Comp^n- 

dtumK Any nonfungus being who 
drinks one of these potions must roll 
IdIO and consult the Fungal Internal 
Infections table below*. IVeat the symp- 
toms as a skin infection (see **Conclud- 
ing the Adventure*'), though the 
character may lose one point of constitu- 
tion rather than charisma. 

The melding ritual is more than Just a 
form of entertainment for the fungus 
men. It serves to bring their minds 
together in unity, to increase their 
awareness of themselves and other 
fungi, and to heal them at a rate of I hp 
per hour Unique to their culture, meld- 
ing ifl too well adapted to myconids to be 
understood or fully experienced by other 
creatures 

Myconid life begins as a dying my- 
conid ejects reproducer spores, which 
are gathered by other fungus men and 
carefully cultivated. Sometimes a my- 
conid king adds his own reproducer 
spores to create an improved hybrid 
individual. There are no genders in 
myconid physiol og>'. 

For the first year of a new individual's 
life, the myconids are very careful to 
provide the right amount of nutrients 
and water to the growing spores, which 


they eagerly defend against hostile crea- 
tures and sunlight. Finally, the spores 
grow together to form a new myconid, 
who grow.4 at a rate of 6’ per year. 

The myconids have no goals except to 
care for the fungus cavern and gather 
blue mushrooms to eat. They refer to 
their farm as the “Dark Forest** be- 
cause of the absence of light, but other 
creatures may learn to call it “dark*' for 
more grim reasons. 

Into Deepearth 

Refer to The Dark Forest map for the 
locotions of the follow ing areas. The 
maze (area 2) is dusty and dry. but the 
caverns and other tunnels are damp. 
Rainfall above is not abundant enough 
to create stream.^ of flowing water below 
ground but is sufficient to keep the 
caves moist enough so that fungi, li- 
chens. and mold grow profusely. 

Ventilation of air through the maze is 
slow but adequate to maintain fresh air 
in the caverns. A major source of circu- 
lation is the geothermal heat rising 
from volcanic lava many miles below* 
the surface. As the warm air rises to- 
ward the surface, it is replaced by air 
from other .sources m Deepearth. 

The entire underground area is pitch 
black unless artificially illuminated, 
either by player characters or flinds. 
Check the rules for light sources in the 
AD&D2nd Edition Player's Handhtxik, 
page 118. 

I. The Tunnel Entrance. 

In a vertical slab of rock is an open 
doorway. 3* wide and 6' tall. Over the 
entrance, a large rune is carved into 
the rock. Broken rubble is piled to 
the sides of the entrance. A faint 
breeze blows out from the entr>'way. 


The rubble is the remains of the secret 
doors that once guarded this opening. 
Above the doorway is a glyph of ward- 
ing placed by an ancient dwanen cleric, 
which served to keep out wild animals 
and trespassers. The glyph *9 name hos 
long been lost; anyone w*ho passes by 
the glyph must save vs. spells or (lee in 
fear for 2-3 rounds Repeated attempts 
to enter may be made 

2. The Maze. The single 8* wide. 8* 
tall tunnel branches almost immedi- 
ately in two directions, both sloping 
downward. From there the way becomes 
a tangled net of tunnels, side tunnels. 


Fungal Interna] Infections (Roll IdIO) 

Chance to 


IdlO 

Severity 

lose CON 

Move rate 

lb*hit penaltv 

1-3 

severe 

25<» 

1/2 

•2 

5-8 

mild 

10^4 

3/4 

-I 

910 

none 

none 

full 

none 


Modifiers: 

constitution hit-point bonus 
*2 per potion drunk after the first 


8 Issue No. 22 





THE DARK FOREST 



utairway*. and long dead'^nda^all con* 
ceived by the dwarves who canned out 
the mines as a passive defense against 
intruders. 

The maze slopes steeply down from 
areas 1 to 3. putting area 3 about 
LOGO* below the surface Once the PCs 
enter the maze, they find that many 
paths incline down into the earth, 
though many of them wind upward 
again, turn in circles, or end at aolid 
walls of rock. Mapping quickly becomei 
tedious, then impossible. 

However, (here are three ways to 
shorten this journey Randal the Alche* 
mist offered the simple advice to follow 
only the paths that continue to lead 
downward. This will involve some back* 
tracking and confusion, but it will still 
shorten travel time considerably. 

Any dwarf in the party will think to 
look for small runic inscriptions on the 
right side of the tunnel walls, placed at 
eye level (for dwarves, of course). Such 
inscriptions are known to be used by 
dwarves in this area to guide them 
through subterranean areas previously 
explored by dwarves: the writing is in 
Dwarven and usually consists of one or 
two words that guide or warn the reader. 


Indeed, such inscriptions are present, 
and the dwarf who entered these tunnels 
and stole the wand from the flinds used 
them to find his way about. 

Dwarves, gnomes, and characters 
with mining proficiencies will note that 
the ceiling is covered by soot trails lef\ 
by Hinds and adventurers who used 
torches to light the darkness. A particu* 
larly thick soot trail marks the main 
path down to area 3. However, an intel- 
ligence check is required for anyone 
besides the above Ks to think of using 
this method. 

The shortest possible way through area 
2 is still 6.000' long. Half of the time 
spent traveling through this area must 
be spent in rest despite the lack of traps 
and encounters, as the footing is very 
rough ^and. of course, the PCs won't 
know of the lack of trapnand encounters, 
so they will move cautiously). At a move- 
ment rate of 12, PCs will make it 
through the shortest route in 1^ hours; 
at a rate of 6, they will need 3 Mi hours. If 
the dwarven markings and soot trails 
are used, these times are unmodified: 
use of Randal's advice adda 1-2 hours to 
the total. If none of the above methods 
are remembered, a hit-or-miss method 


must be used. 

lb determine the number of days spent 
by unguided PCs in the maze, roll td4 
and add the following modifiers: *3 if 
all the PCs are elves, *2 if the PCs fail 
to use markings or string to guide their 
ways through the maze. “ 1 for each PC 
who makes a successful direction-sense 
proficiency check (one roll allowed per 
person). At the end of the prescribed 
number of days, the PCs finally stumble 
out of the maze and into area 3. 

For each day spent in the maze, de- 
plete the PCs' supplies by as much food, 
water, torches, and other supplies as 
necessary. Rules for starvation and dehy- 
dration can be borrowed from the Wilder- 
ness Sua’it'o^ Guide, pages 50 and 52. 

All surviving Hinds in this area re- 
main below ground as the PCs approach 
area 3. The Hinds have their own con* 
cams and are unaware of the PCs' 
arrival 

3. The Dwarven Hall. 

This rectangular chamber is 100' 
long. 50' wide, and 10' high, lu walls 
and floor are smooth, though the 


DUNGEON 9 







1HE DARK FOREST 


ceilintf is roughly cut. In the center 
of the room is a long table of solid 
rock. A large wooden chest with a 
broken lock sits in the chamber s 
northeast comen 


This place was once the guard cham* 
ben meeting room, and feast hall of the 
mountain dwarves. Now it is abandon- 
ed. and sounds echo loudly through it. 

The table la 75’ long and 6' wide. It 
was created w*hen the floor was dug 
away around it. so it is a permanent 
part of the room. The table has many 
■cratches and chips on its polished sur* 
face. Lying on it are a 7'-tong heavy 
chain, an empty hone scroll case, and a 
pair of worn leather boots for dwarf-siae 
characters. 

In the chest arc two wax candles, an 
empty glass bottle, and six rusty metal 
^ikcs. Leaning against the wall next to 
the chest is a pick axe. w*hich can be 
used as a weapon for 1*6 hp damage. 

The western tunnel is 10' w*ide and 6* 
high. Us floors are smooth, but wheel 
tracks run the whole length from area 3 
to area 4 The side pass to area 7 is 
more roughly cut. has no w heel tracks, 
and appears to be a crude addition to 
the main tunnel. Dim orange light is 
visible in the side pass, coming fVom 
area 7. and the PCs may also smell the 
faint odor of smoke 

4. Lair of the Myconids. 

This chamber is circular, w ith a 
diameter ranging from 60' to 80'. 

The floor is evenly cut. but the walls 
and 20 -high domed ceiling are 
rough. You notice a number of large 
mushrooms as well— and some of 
them are moving! 


This cavern was once a mining site, 
and the walls bear the scars of many 
heavy tools. Piled at the northern end 
are some remnants of the mine; a rusted 
pick axe head, a small iron shovel, a 
do 2 en iron spikes, a chain-mail gauntlet 
for a dwarf-size hand, and the broken 
remains of a wooden cart with four 
wooden w'heels. 

All 21 of the myconids are here for 16 
hours each day. cither resting or meld- 
ing. Otherwise. 10 of them arc in the 
Dark Forest (area 5i. making sure the 
fungi have plenty of water, trimming 
overgrown areas, and gathering crops of 
blue mushrooms. During this work 


period, there is a 25^ chance that the 
myconid king is in the Dark Forest 
rather than in the lair. When the PCs 
enter, a ld6 roll of 1-4 indicates that all 
myconids are present, and they w ill 
remain in the area for the next 1-12 
hours. On a roll of 5-6, the missing 10 
myconids (and their king, if he is gone 
as welh will return in 1-6 hours. 

Guarding the western entrance are 
three animated dead Hinds. These are 
victims of an earlier encounter between 
the Hinds and the mycomds; they now 
fight to the death against anyone who 
attempts to enter the chamber. PCs may 
roll intelligence checks to notice purple 
fungus on the flinds* bodies. Only Ar 
miliaria can stop the dead Hinds from 
attacking intruders. 

Animated dead Hinds i3): AC 10: 

MV 9: HD 1; hp4 each; THACO 19; lAT 
2; Dmg 1-3/1-3 (bony clawsi;SA alw*ays 
strikes last in a round; SD cannot 
turned; MC (myconidi, 

W’hen the PC« enter the chamber, the 
nearest fungus men release distress 
spores to alert the others. If the group is 
melding. Armillnna releases the dis* 
tress spores, immediately, the king and 
the 5-HD myconids approach the in- 
truders to survey the situation. The DM 
should describe this '* welcoming com 
mittee*' as one 12 -tall and four I0'*tall 
fungus men approaching the PCs. 

The PCs may fight the dead Hinds, but 
if they do not attack the myconids. the 
fungus men make no hostile moves. 
However. Armillaria shoots a cloud of 
rapport spores at the PCs. who may 
easily avoid the spores' effect by holding 
their breaths or retreating. Those who 
inhale the cloud must fail a save vs. 
poison to gain telepathic communication 
with the myconids. Armillaria shoots 
more clouds of rapport spores (up to six 
cloudsi until one of the PCs* minds an 
swers his telepathic questions: “Who are 
you? Whal do you w ant here’** 

If the PCs respond to the king's ques- 
tions and do not attack, go to the sec- 
tion, “Exam Time.*' If the party attacks 
the peaceful myconids. run combat with 
the statistics in ‘The Myconids" Any 
myconids in area 5 arrive 2-5 rounds 
after the start of a battle. 

5. The Dark Forest. 

This chamber is shaped like a cone ! 
lying on its side, with the narrow* end | 
to the w*est and the wide end at the 


east. The floor and walls are roughly 
cut. and niches are dug out of the 
walls in many places. 

Before you stretches a bizarre and 
.somewhat repellent sight: a vast 
forest of 20'-tall mushrooms, pale 
gray in color w ith splotches of white. 
Across the cave floor is a thick carpet 
of green molds and black fungi, w ith 
finger-size blue growths appearing 
among the rest. The damp air is 
thick with the stink of mold and rot. 
and you feel as though you will suffo- 
cate if you smell the air much longer 


The ceiling height varies from 10' in 
the west to 50* in the east. In the north- 
cast corner, a thin layer of rod fungus 
(10 handfuls total) lays hidden under 
the black fungus. Even in the best light, 
the giant mushrooms cast many 
shadows in the forest. Though the PCs 
will hate the air they are in no immedi- 
ate danger from the stench. 

Water drips from the stalactites above 
and falls soundlessly mto the fungi 
below*. The How' rate is around 100 
drops per minute, just enough to keep 
the floor moist. 

For each hour spent in this area, roll 
ld20 and consult the Dark Forest 
Encounters table nn page 11 to deter- 
mine what the PCs face. 

6. Mining Hole. 

This chamber is dug into the side of 
the tunnel. Ankle deep mud makes 
the Hoor sticky, and (he walls are 
chopped at random as if by disorgan- 
ized miners. The celling height i$ 
only 10’. 


This hole was the first of two mining 
spots for the duerger. The southern 
tunnel w'indsdown 5,000* into Deep- 
earth. w here it connects to other pas- 
sageways into the darkness. 

Anyone who searches through the 
mud has a lO'^ chance per round to find 
an uncut bloodstone worth 40 gp. There 
are only six such gem.s to be found. 

7. Lair of the Flinds. 

This cavern is roughly cut. with 
uneven surfaces all around The 
walls and Hoor are hacked as if by 
shovels nnd pick axes, and resemble 
none of the careful dw*ar%'en work- 
manship of the upper chambers. The 
ceiling height is about 25’. 


10 Issue No. 22 











THE DARK FOREST 


The second mining pit of the duergar 
this cave ia now the temporary camp of 
Azed- Pasha and his clan. The entire 
chamber is lit by slow burning torches 
on poles that are spaced 20' apart along 
the walls. Though the area smelts 
smoky, most of the smoke leaves by way 
of the western tunnel. 

Deerskins are stacked as mattresses 
everywhere, and at the northern end of 
the chamber are two medium^size tents 
built of wooden frames covered with 
bear hides. The bones of many small 
animats are scattered among (he mat- 
tresses. but there are no signs of a cook- 
ing fire anywhere. 

Five Hind w*amors stand at the west- 
ern exit, and ftve guard the eastern exit 
(see **The Flinds" for their statistics). 
Azed-PasKa and the 27 remaining Hind 
warriors will be found arguing among 
themselves or with the female flmds 
and children. All of them are under 
great stress with the loss of so many of 
their kind, as well as the wand. 

If attacked here, the Dinds fight fero- 
ciously and do not retreat unless all 
adult male flmds are slain. Females 
carrying oil flasks w ill use them against 
the PCs. as w'ill males who cannot gel 
close enough to stnke in hand-to-hand 
combat. 

Exom Time 

When the PCs attempt to negotiate for 
the red fungus, the myconid king says. 
"Though wc have evolved for beyond 
your kind, we vrill not yet judge you 
barbarians. You will be allow^ to prove 
that you are worthy to walk as equals 
among us.'* 

The king plans tw o tests for the PCs; 
survival in the Dark Forest and partici- 
pation in a melding ritual. 

In the first test, the PCs are in- 
structed to spend six hours in the Dark 
Forest. The myconids will be watching 
them from the western end Before the 
PCs go. Armillaria says, “Let me sug- 
gest that you avoid fighting the crea- 
tures you may encounter Your goal is 
survival, not success m combat.*' 

For each hour the PCs spend in area 
5. roll ld20 and consult the Dark Forest 
Encounters (able. 

When the PCs return from the Dark 
Forest. Armillaria explains that the my- 
conids will have a melding ritual. The 
PCs are in.<ftnjcted to sit in a circle with 
all the fungus men except the king, who 
remains outside the ritual. As soon as the 


PCs join the circle, the 6'-tall myconids 
shoot clouds of rapport spores throughout 
the circle. Once the spores take effect, the 
PCs hear a steady humming as if from 
human mouths, though the sound comes 
from inside the myconids 

Next, the d'-tall myconids shoot paci- 
fier spores at the PCs. Each PC must 
save vs. poison at ^ 4 or become com- 
pletely relaxed and calm, unable to 
move Those who resist the spores may 
move normally. 

Momenta later, the lO’-tall myconids 
shoot hallucmator spores. Each PC sees s 
cloud of rainbow^ colors swirling in front of 
him. and each must pass a wisdom chock 
or be hypnotized as if by a hypnotic pat- 
itrn spell. Characters who retain their 
wits may notice that the myconids an 
swaying back and forth, waving their 
arms like seaweed in an ocean current, 
and humming continuously. 

Though only a few minutes lieems to 
pass, the ritual actually lasts eight 
hours. Near the end of that time, each 
PC must save vs. poison or be overcome 
w'ith wild hallucinations. The exact 
effect is determined by rolling ld6: 

1. The PC believes that his hair is on 
fire. And he slaps himself to put it out. 

2. The PC watches an imaginary com- 
edy show by elves and gnomes, and he 
laughs hysterically. 

3. The PC imagines that he has 
turned into a flind. He barks like a 
hyaena, then lays on his side and tries 
to scratch behind one ear with a foot. 

4. The PC believes that his nose has 
fallen off. and he crawls on the floor on 
his hands and knees to find it. 

5. The PC imagines that his eyes have 
rolled back to view his brain, and he 
stares blankly at sw'irling colors and 


insignificant sparks. 

6. The PC believes that he has turned 
into an ore. and he picks his nose and 
ears vigorously. 

At the end of the melding ritual, all 
(he PCs who failed any of the previous 
saving throws during the meld <includ- 
ing elves ^ fall asleep. Each must pass a 
system-shock check or lapse into a 
coma. Only an elixir of health, a neutral- 
ize poison spell, or the reverse of a sleep 
spell can awaken a comatose character. 
Those not comotoso awaken in 7-10 
ild4 **’6) hours. 

If all the PCs go into comas, the DM 
has three options: 

1 . Fudge the dice rolls so that one PC 
(chosen randomly) awakens in 1-4 hours. 

2 Let the PC<( die ond be consumed by 
the fungus forest, 

3. Have Randal the Alchemist send a 
second expedition into Dee pea rth. These 
NPC adventurers find the PCs comatase 
and naked (all equipment missing), as 
well as 21 dead myconids (all of them). 

13 dead male flinds (all (linds except 
Azed Pn.sha. the females, and the 
young— all of w hom have fled), a burned 
Dark Forest, and all of the cavern.s com- 
plelely cleaned out of gems. The adven- 
turers take the PCs back to Randal, who 
awakens them and expects some form of 
pa>*ment for saving their lives (perhaps 
another mission, which should involve 
treasure looting for the PCs). 

Tb PCs who awoken or are revived 
after the melding ritual. Armillaria says. 
"No other intelligent being ha.s recov- 
ered from sleep after a meld. You are 
more highly evolved than w*c expected. 
You may collect the red fungus as you 
w*isK. It lies at the northeastern edge of 
the Dark Forest." 


Dark Forest Encounters (Roll ld20 per game hour) 

12: Busidirond: AC 4; MV 6; HD 5 +5; THACO 15; 0AT 1; Dmg 2-8; SA smother 
ing spores (save vs. poison or die in 2-5 rounds unless cure disease spell is cast 
or an elistr of health is drunk): SA hallucinatory spores; SD immune to mental 
attacks, cold-based attacks do no damage but slow the creature to 50^ normol 
movement and prevent spore attacks); ML 14: AL N(E); MM2 15. 

3 5: Phycomid: AC 5; MV 3; HD 5; THACO 15; lAT 2; Dmg 3-6 3 6; SA infection 
(save vs. poison or take 5-8 hp additional damage; death in 5-8 turns unless a 
cure disease spell is cast or an elixir of health is drunk); SD immune to mental 
attacks. *4 on saves vs. fire-based attacks, for half normal or no damage; ML 
14; AL N(E);MC. 

6 10: UstUagor: AC 5; MV 9; HD 3 +3; THACO 17: I AT 1; Dmg 2-5; SA poison 
(save vs. poison or take 2-5 hp additional damage), psionics; SD immune to 
menuki attacks; ML 13; AL N(E); MM2 122, 

11-20: No encounter. 


DUNGEON 11 






THE DARK FOREST 


The Battle 

When the PCs return with the red fun* 
gu8» Armillaria eaye, **Some evil crea- 
tures have been sneaking around these 
tunnels for the last few weeks. They are 
the same type as the ones that I ani* 
mated to guard the cavern when you 
first met us. However I suspect that 
there are many more in the lower ca* 
verns. and that they plan to attack us.** 
The myconid king totieves this because 
of the flinda* travels back and forth 
through the tunnels and their scouts 
spying on the myconid lair. Armillaria 
continues. **We may need your help in 
fighting them. If you stay for the battle, 
I offer you whatever reasonable gifts 
you may ask.'‘ 

Myconid spores are on the king's list 
of ''reasonable gifts." The limit is four 
handfuls of spores. If the PCs agree to 
stay for the fight. Armillaria gives each 
of them a potion of extra healing of his 
own making; anyone who drinks one of 
Armillaria's potions must roll Id 10 and 
consult the Fungal Internal Infections 
table on page 8. 

Unless the PCs have already encoun- 
tered and destroyed the Hinds. Azed- 
Pasha gathers his remaining flind 
warriors six hours after the melding 
and marches from area 7 to area 4. He 
has no plan except to rush into the 
myconid lair and kill as many fungus 
men as possible Azed Pasha heads the 
attack. The myconids meet the attack 
with surprising energy, and a vicious 
battle quickly ensues, Flaming oil 
bombs are generously used by Hinds. 

If the PCs join the fight, generate a 
round-by-round melee battle between 
them and their immediate opponents 
(one Hind warrior each). Also roll ld4 
and consult The Final Battle table for 
the outcome of the entire battle. Add I 
to the roll if the PCs assist the my- 
eonids. Be prepared to improvise if the 
PCs use unique tactics. 


After the battle, reduce the hit points 
of all surviving flinds and myconids to 
half maximum to simulate damage 
taken in the fight. 

The Final Battle <Roll ld4) 

1. Azed-Pasha and 2d4 > 10 ftind 
warriors survive. No myconids 
survive. 

2. Azed-Pasha and 2-8 flind warriors 
survive. No myconids survive. 

3. Azed-Pasha and Armillaria sur- 
vive. but all other Hinds and my- 
conids are slain. 

4. Armillaria and 14 myconids sur 
vive. No Hinds survive. 

5. Armillaria and 5-8 myconids sur- 
vive. No flinds survive. 

Modifier: * 1 if PCs help myconids. 


Concluding the Adventure 

If the PCs leave Deepearth before the 
last battle, they have a routine journey 
to Ellenburg. where Randal pays them 
the agreed-upon amount of gold for 
bringing him the red fungus. 

If the PCs join the battle, the Hinds 
fight to the death. If Azed-Pasha wins 
the battle, he tries to kill the PCs or at 
least drive them back into the maze. 

If Armillaria survives, he honors his 
promise to give the PCs a gift. If the 
PCs ask for spores, he gives them a 
handful of each of the following types: 
rapport spores, pacifier spores, hallu- 
cinator spores, and animator spores (a 
handful is equal to one packet of 
spores) He can spare no more than that. 

The king then says to the PCs, ''The 
evil ones sought the rocks that lay in 
the southwest corner of the Dark For- 
est. You may take these rocks so that no 
other invaders will bother us for them." 
If the PCs dig through the black fungus 
in the place that Armillaria described, 
they find 22 uncut bloodstones, each 


Fungal Skin Infections (Roll tdlO) 


IdlO 

Seventy 

Chance to 
lose CHA 

Move 

rate 

lb-hit 

penalty 

1-2 

severe 

254^ 

1/2 

-2 

3-5 

mild 

10% 

3/4 

-1 

6-10 

none 

none 

full 

none 

Modifiers: 

constitution hit point bonus 
1 per day spent in area 4 or 5 
- 1 per 3 hp lost from contact with fungus creatures 




worth 40 gp. Roll ld20 and consult the 
Dark Forest Encounters table for an 
encounter as the party gathers gems. 

Armillaria and the surviving my- 
conids have much work to do. They 
must tend to their reproducer spores so 
that new fungus men may grow. Mean- 
while. the king animates two dozen 
dead Hinds to guard the caverns from 
further intrusions. For the next week, 
the myconids drag the remaining Hind 
bodies into area 7 and dump all Hind 
equipment in area 6. 

The adventurers may receive one last 
"gift*' from the Dark Forest. Roll IdlO 
for each PC and consult the Fungal 
Skin Infections table below. Mild infec- 
tions last 1-3 weeks, while severe infec- 
tions last 1-2 weeks in the severe stage 
end 1-2 weeks in the mild stage. Each 
infected character has the percentage 
chance shown on the table to lose one 
point ofchariBina, and also has penal- 
ties to his movement rate and to-hit 
rolls because of pain. 

The Expenence Point Awards tables 
suggest ways for the DM to give out 
experience point awards to the PCs. 
Group experience awards are divided 
among all PCs who participated in each 
victory, while individual awards are 
given as shown to each PC. 


Experience Point Awards 
Group Experience 


Opponent Defeated XP Award 

Animated dead Hind 15 

Flind young 0 

Flind female (unarmed) 0 

Flind female (armed) 35 

Flind warrior 65 

Flind squad leader 120 

Flind lieutenant 175 

Azed-Pasha 270 

Basidirond 650 

Phycomid 975 

Ustilagor 210 


Individual Awards 

Action XP Award 

Participated in melding 
ritual 100 

Participated in final 
battle 200 

Each bloodstone claimed 40 

0 


12 Issue No. 22 






THE LEOPARD 
MEN 


BY DAVID HOWERY 


A deadly rumble in 
the jungle. 


Afiwo<k bv lucv $vnk 


f)nnd has heen wnttng for DRAGON* 
\faga 2 tne and DCSGEON* Advvnturvs 
off and t»n for fuuryrars. This is his 
fhird DVSGKOS Adventures module. 
He stiU lives in IhUtm. Montana, and 
ivili turn 30 in May d'hoiv depressing*' 
says David f "The Leopard Men** is part 
of a series of jungle-hased adventures 
fritm 4>ru’ of Dai id's old canipaigns in (he 
WORLD OF GRKYHAWK' setting. For 
another of his i angle adteniurts, see 
"The Elephants’ Graveyard'* in 
l)( \\'(iKO\ is.sue #/.5. 

"The Lfopnrd Moit** an AD&D* ad- 
venture fnr 5*7 characters of levels 8-10 
ial>out 54 total level sl At least two 
fi^jhters and one cleric or druid are 
rt*commend«i Informal ion from the 
W'dilerness Survival Guide in frequently 
ri*fer«»nred, as nre stall sties on new 
African monsters presented in “Out of 
Africa * and **Gamin^ the Dark Conti- 
nent.* two articles in issue 1122 of 
DR.AGON Magazine 

The adventure may he set in the Amc* 
dio Jun^'le or Hepmonaland in the 
WORLD OK GRKYHAWK selling. 

(‘hull in the FORGOTTEN REALMS" 
«‘iiin*j. or any jun^de near a large trad 
ing po:<l- This od venture may also be 
usc«d as a S(*quel to “The Elephants' 
Graveyard * I Dl'NGEON issue ll<5>.as 
iHith modules use* the same setting. The 
player ch a rue ter s could start this adven- 
ture in Fort Thunder after the conclu 
Sion of the previous module. 

There are many NPC monks in this 
adventure These UsSethe rules from the 
1st Edition Players Hnndhook. not those* 
from Or/«7i/c/ Adventures. Some barbar- 
ians also make an appcaronce here and 
are as describ**d in Hnearthetl Arcana. 
w'hich wdll help in running them. 

For the Player Characters 

The DM should arrange for the PCs to 
lH*gin this adventure at Fort Thunder, a 
walled trading p<jsl m the i*dge of the 
vusl jungles lo the south of the usual 
campaign nrt*a The K's may have been 
drawn here by a previous adventure 
•e g.. “The Elephants Gruveyard,'* 
[>L*N(iEO.N issue ll5^or by rumors 
promising enormous w'eallh from ven- 
tures into the savage wilderness Once 
the adventurers have arrived m Fort 
Thunder and settled m, rend or para- 
phra.se the following lo the players: 

The trading post called Fort Thunder is 
the last outpost of civilization in the 


DUNGEON 13 


THE LEOPARD MEN 


Bouth. Beyond it lies hundreds of miles 
of untamed jungle. Although the south- 
ern jungle is a dangerous place, inhab- 
ited by savages and beasts, it Is also a 
place of wealth. Its herds of elephants 
yield ivory tusks, gold nuggets are 
washed up in the rivers, and rare spices 
can be gathered from the underbrush. 
Leopard skins and eiotic incense round 
out the jungle's bounty. All of these 
products are brought to Fort Thunder, 
which is a wealthy town in spite of its 
isolation. Caravans then carry the 
goods to northern markets. 

The people of the fort are a diverse lot. 
Native traders in barbaric regalia mix 
with scheming merchants and bold 
elephant hunters. Trappers and gold 
pannerSt thieves and assassins, merce 
naries and criminals, sorcerers and holy 
men— all can be found on the streets of 
Port Thunder. Even a group as powerful 
as your own party goes slmosl unno- 
ticed in this town. 

Your group now stands in front of the 
mansion of Arn Gaiter, one of the weal 
thiest merchants in Fort Thunder. A 
short lime ago. one of his servants deliv- 
ered a message to your inn. The note 
asked for your assistance, and brief 
mention was made of a risky journey 
and great rewards. While you are 
pleased that this influential man chose 
your group, you can't help but w*onder 
why he needs outside help. 

Finslly you are admitted into Gaiter's 
study. Of the two men inside, one is 
obviously Gaiter— a large man who 
wears a signet ring and plush silk 
robes. The other is a tall, proud, elderly 
native decked out in a re bra skin and 
feathers The heavy-set man shakes 
your hands and laughs. "Gaiter. Arn 
Gaiter. Glad you could come, and wel- 
comef lb come right to the point. I wish 
to hire you to do a job for me— a danger- 
ous job that will require your unique 
skills and experience. This man is 
Nanga. the highest shaman of the Wa- 
tangas. One of my hunting parties re- 
cently made contact with his tribe, 
which lives to the southeast. In spite of 
their harth lives, the Watangas are a 
good people. If I could open a trade 
route with them, it would greatly bene 
fit both myself and the tribesmen. But 
there is one stumbling block, which 
Nanga will explain." 

The native shaman stands quietly and 
looks at you with a hopeful expression. 
Speaking in halting Common. Nanga 
says: 


"My people suffer from the fear of a 
tribe of evil men. This tribe is a cult of 
those who worship the wicked leopard 
god and call themselves the Leopard 
Men. They are sorcerers and murderers 
who stalk at night, looking for men to 
kill. They demand tribute of all tribes, 
and none dare oppose them. They take 
everything of value from us. No one 
knows exactly where their temple is, 
although it is said that they live on an 
island in the Leopard Swamp, which is 
far to the southwest of this village. 

"When Gaiter's men came to us, we 
gladly welcomed them. Our people want 
very much to trade. You make the steel 
spears, copper pots, and cloth that we 
cannot. We gather the ivory, spices, and 
gems that would cost you many lives to 
gather yourselves. Trade would be good 
for both peoples. But the Leopard Men 
stand in the way. We have nothing left 
of value to trade after they take their 
tribute. It is impossible to hide any- 
thing from (hem. They have invisible 
spies, and even the w ild animals talk to 
them. Soon they will come for me. since 
1 have come to you for help.’* 

Nanga shudders, then says, "I will be 
waiting for your decision." He shakes 
hands with Gaiter, then quietly leaves. 

Gaiter raises a hand as if to stop your 
questions and says. "You've probably 
guessed by now that I want you to find 
the temple of the Leopard Men and 
destroy them. 1 can't hire locals because 
they are all too frightened of the cult to 
be of any use. I could send my own peo- 
ple, but they all have know ledge and 
experience in my business; losing them 
would be a financial blow. Besides, if it 
became know*n that I had gained the 
treasure of the Leopard Men. every 
rival merchant in town would send 
thieves and assassins after me. I 
wouldn't have a moment's peace! I'd 
rather have an exclusive trade agree- 
ment with the Watangas; not much 
money at first, but it’s better business 
over the long term. 

"But adventurers like yourselves are 
a different matter. You make a living 
risking your lives for wealth and leg- 
endary fortunes. And believe me, the 
Leopard Men have a fortune! Think of 
It: they have been extorting wealth for 
centuries. Gold nuggets, ivory, maybe 
even gems from the hills. Since you are 
connected with no merchant house, you 
threaten no one if the treasure falls into 
your hands. You will be^ust one more 
independent group of adventurers who 


acquired a fortune. You wouldn't be the 
first to do so in this fort ." 

Adopting a businesslike lone. Gaiter 
continues. "If you agree to lake this job. 
I will provide supplies and canoes for 
travel in the swamp, and guides to take 
you to the edge of the marsh. Your re- 
ward is to be the entire treasure of the 
Leopard Men. On your return. I will pay 
for any clerical services required Well, 
w hat say you?" 

Allow' the PCs time to consider Gsl- 
ter's proposal. The chance to root out 
and destroy a force of evil and gain a 
legendary treasure horde in the process, 
as well as the challenge of pitting them' 
selves against the grim wilderness, 
should convince the PCs to accept Gal- 
ter*s proposal. 

For the Dungeon Master 

The PCs can buy any standard items in 
the fort's many inns, shops, and mar 
kets. About 1.500 civilisns and 500 
soldiers live in Fort Thunder, and the 
DM may design the town to fit his own 
campaign s needs. 

Southwest of Fort Thunder lies a vast 
marsh called the Leopard $w*amp by 
local natives, after the Leopard Men 
cult that lives there. The Leopard Men 
is an organization of monks, although 
some have training os assassins, clerics, 
and wisards. They use their power to 
extort tribute from the native tribes in 
the area— even from headhunters and 
cannibals. 

Agents of the cult live in many vil- 
lages. but they keep their identities 
secret No one openly speaks or acts 
against the Leopard Men. since a spy is 
sure to report such behavior All who 
have ever tried to throw off the cult's 
hold have been found murdered m the 
night, usually with their throats 
slashed by claws. Few' local natives 
willingly travel at night, for their folk- 
lore tells many tales of Leopard Men 
who stalk the jungle, looking for people 
to ritually kill with their clawed gloves. 

The home of the Leopard Men is on 
island deep m (he center of the Leopard 
Swamp, where they have a village and 
a temple. Zatmec. the cult's current 
high priest, is a man completely dedi- 
cated to evil, as were his predecessors. 
But Zstmec is also very ambitious and 
desires to spread his tyranny farther 
into the jungle lb this end. he has hired 
several mercenar)* creatures into his 
service. 


14 Issue No. 22 




THE LEOPARD MEN 


The ancestors of the Leopard Men 
came from the mysterious regions to the 
south of the jungle. They worship 
Kazhak. a lawful evil god of power, 
wealth, and secrecy (very similar to 
TVzcatlipoca» from Legends & Lore, page 
35). whose holy animal and personal 
symbol is a spotted leopard 

Many of the Leopard Men are monks 
who wear clawed gloves tipped with 
steel claws. These ''leopard claws" add 
damage to the monks' open hand at- 
tacks at the rate of 1 hp per two experi- 
ence levels. Like other non-Oncntal 
monks, the Leopard Men do a set 
amount of damage per attack according 
to their levels (1st Edit ion Players 
Handbook, page 31), but the glove at- 
tack is a slashing one. not a strike. 
Therefore. Leopard Men cannot stun or 
instantly slay opponents, but they do 
have all other monk special abilities: 
—Monks attack using the clerics' 
(priests') to-hit tables and make all 
saving throws using the thieves' tables. 
—All ability scores for monks herein are 
assumed to be: S 15. D 15. C 11. ! 1 1. 

W 15. Ch 1 1. No bonuses to armor class 
are gained for dexterity, and no bonuses 
to to-hit rolls or damage are gained 
from strength. 

—Monks cannot wear armor, use 
shields, or use flaming oil or poison. The 
Leopard Men usually refuse to use any 
weapons other than their steel "leopard 
claws." though if deprived of these they 
will readily pick up clubs, daggers, 
hand axes, javelins, spears, staves, etc., 
as permitted to their class. They also 
gain 1 hp damage per two levels to 
attacks made with weapons. 

— Nonmagical missiles may be deflected 
nr dodged by monks if the monks make 
their saving throws vs. petrincation for 
each potential hit. If a monk makes a 
saving throw vs. an attack form that 
allows reduced damage for a successful 
save, the monk takes half damage with 
a failed save and takes no damage with 
a successful save. 

—Thief abilities granted to monks are 
given as per the 1st Edition Players 
Handbook, and these (as well as all 
other special abilities granted per leveb 
are noted with each NK described. The 
"leopard claws" do not hamper the use 
of any thieving skills. 

A PC monk cannot use "leopard 
claws" as a weapon of proficiency, since 
these require special training not avail- 
able to the PC. Also, the Leopard Men 
monks are a special order, separate from 


other orders of monks in the DM*s cam- 
paign world. A PC monk who defeats 
one of the cult's masters cannot claim 
this victory for level advancement. 

Gaiter is basically telling the truth, 
although the Leopard Men are almost 
unknown in Fort Thunder. Their ru- 
mored wealth is just one of dozens of 
treasure legends. Gaiter may ^eem to be 
altruistic, but he is far from it. In his 
view, the PCs are an expendable group 
who can be used to remove a dangerous 
obstacle to trade with the Watanga.s It 
would cost him time, lives, and money 
to do the job himself. 

The long-term goals of a trade agree- 
ment appeal to Gaiter's merchant soul 
more than a rumor of treasure that muy 
or may not be true. If the PCs do ac- 
quire a treasure, he won't have to pay 
them anything! If the PCs agree to the 
terms, Gaiter will keep his end of the 
agreement. He provides food, canoes, 
and any nonmagical gear requested by 
the PCs. But the adventurers cannot 
talk him into altering any of the terms 
of the agreement. 

Arn Gaiter: AC 5; MV 12: FIO; 60 hp; 
THACO 11: lAT 3/2; Dmg by weapon 
type; S 17. D 12. C 15. 1 14. W 13, Ch 
14; ML 14; AL CG: bracers of defense 
ACS. long sword 2. dagger. 

The Journey South 

The edge of the Leopard Swamp is 
about 33 miles southwest of Fort Thun- 
der; the trip there takes three days by 
fool. The shallow*, fast-flowing Tiger 
River must be crossed before the swamp 
is reached, but this is easily donees 
there are many fords. The dense rain 
forest is broken by many small grassy 
clearings. The climate is hot and humid. 
Thousands of colorful birds, screaming 
monkeys, and small ontelope may he 
seen in the jungle. 

The DM should use any standard 
encounter table for this terrain and 
climate if he wishes to play out the PCs' 
journey to the flw*amp in detail. Check 
for encounters in the rain forest six 
times per day, at roughly four- hour 
intervals starting at midnight. An 
encounter occurs on a roll of 1 on Id 12. 

Pack animals, porters, and guides are 
all supplied by Arn Gaiter: they may be 
detailed as the DM likes, but this may 
not be necessary. Gaiter's guides take 
the party as far as the hex marked A on 
the DM's map. along (he banks of the 
Tiger River. Porters carry the canoes to 


this point, but from here on. the PCs are 
on their own. 

The l..eopard Swamp 

The l.^pard Sw*amp is a dismal place. 
Water stands over most of it. from a few 
inches to several feet deep. Ikll grass 
and gnarled trees grow in the shallow's. 
Flat water plants cover the surface in 
the deeper ureas. There are several 
areas of open water in the Kwamp. The 
heat is oppressive, and the humidity is 
high Mosquitos, biting flies, and gnats 
are constant irritations Many water- 
fowl and cranes are present. Loud rep- 
tilian bellows and grunts can be heard 
in the distance. 

There arc many islands of firm 
ground in the swamp, ranging from a 
few feet to miles in size. Each island hat 
a fringe of tall reeds, w’ell over 7' high, 
along ita shores. The Leopard Swamp 
lies west of Lake Nyoko. The swamp 
gives way abruptly to the lake, wnth the 
water depth increasing sharply. If the 
PCs jump or fall into the swamp, roll 
Ids to determine the water depth in feet 
(unless depth is specificaJly stated in 
the text). Water depth can change dras- 
tically in only n few feet. 

Movement 

The DM's map shows the entire Leopard 
Swamp at a scale of three miles per hex. 
Due to the dense vegetation, shallow* 
water areas, and sandbars, the PCs can 
move only two hexes per day in the 
sw'amp. Assume that there is at least 
one small island of firm ground in every 
hex. so the PCs will have a place to 
make camp at night. Only the largest 
islands arc marked on the DM's map. 

Canoes 

The canoi^s provided by Gaiter are equal 
to the small canoe described on page 44 
of the WSG. These are the only water- 
craft available in Fori Thunder. Larger 
boats cannot move through the marshy 
shallows. Each canoe is 10' long and 3' 
wide, with two hull points. A canoe can 
hold three people, or two people plus 
250 Ihs. of supplies. Gaiter assumes that 
the PCs will travel by twos, so he pro- 
vides one canoe per two party members, 
plus one extra canoe if there is an odd 
number of PCs. Each canoe weighs 70 
lbs. and must be portaged over dry 
areas. The canoes must be paddled in 
the swsmp: the wind is negligible for 


DUNGEON 15 





THE LEOPARD MEN 


saiU. and there is no real current in the 
water. The DM should be sure to keep a 
close record of who and what is carried 
in each canoe. 

Jungle Fever 

Disease lurks in the water and air of 
the swamp, and insects carry many 
germs. Those who are not native lo the 
Jungle run the risk of coming down with 
jungU a virulent disease MonkH 
above 4th level and all paladins are 
immune, as usual. There is a 10^ non* 
cumulative chance every day for each 
party member to catch the disease. Any 
PC who swallows or swims m the 
swamp water has a 75^ chance of catch- 
ing the disease. Boiled water is safe to 
drink. 

Those who catch jungle fever lose two 
points each of strength and constitution 


every day. Fighters with IS'Ol or better 
strength are reduced lo strengths of 17 
on the first day of illness This loss of 
strength becomes noticeable only when 
the PC attempts something strenuous, 
such as heavy lifting or combat. When 
one of these tw*o abilities drops below 
three, the PC must make a system- 
shock survival rolltbased on his origi- 
nal constitution, not the reduced score). 
If the roll is successful, the fever is 
broken. If the roll fails, the PC slips into 
a coma (with effectively 1 hp> and dies 
in l A days. A heal or cure spell 

will break the fever at any time. Once 
the fever is broken, the PC regains t>vo 
points each of strength and constitution 
for every full day of complete rest Any- 
one who recovers from jungle fever 
without the aid of mngic is fonwer im- 
mune to the disease: magical cures give 
only one month's immunity. 


The WildfrnvM Survival Uuide 

Several parts of this book are helpful in 
running this adventure; 

Heatstmke 'page 28 1 . Due to the heal 
nnd humidity, the following types of 
armor cannot be worn: plate armor, 
plate mail, studded leather, chain mail, 
padded armor. After one hour, the heat 
becomes unbearable to any person in 
such armor. If a PC persists in wearing 
armor of t h Is type, t here is a 20^ cumu- 
lative chance per hour afterward of 
saffering heatstroke. 

Moisture and equipment (page 28-29) 
The extreme humidity causes the party 
to spend at least one hour per day dry 
mg metal and waterproofing leather 
Otherwise, this gear suffers the effects 
noted in the WSG 

Sa tmmmg (pages 41-4 3>. Thes<* rules 
will be very critical during combat in 
the swamp (see below) 

Hunttn^i and foraging (pages 53-57). 
The terrain is tropical swamp and the 
season is summer. Only small game will 
be encountered. 

log 'page 57 1 . Due to the stagnant 
water fishing in the sw amp is always 
fair. 

Visibihty (pages 72*73), Due lo the 
dense tree and grass cover, nothing can 
be seen from the air The few* areas of 
open water are bare of co%*er. These 
areas are all noted m the encounter 
area descriptions. Assume that all other 
areas are shallow but can be tras’elod by 
canoes. 

Fighting in water fp^ge 85 1 . The DM 
should review these rules, since it is 
likely that the PCsw'ill be in the water 
at some point (especially at areas C. G. 
and H i. 

Random Knrounler« 

Roll for random encounters once for 
each hex traveled through and once at 
night. A roll of 1 on ldl2 indicates an 
encounter. Roll IdlOO and check the 
Leopard Swamp Encounters table In 
addition, an immediate check should he 
made on the Water Encounters table 
when a person falls into the swamp (to 
see if anything is lurking nearby) The 
Leopard Swamp is fillefl with animal 
life, but moat of it will ignore canoes. Of 
course, a person thrashing about in the 
water it another matter 


I.Mpard Sw'amp Encounters (Roll Id 100) 

0102 AtcomoidU 4); AC 3;MV t2: HD 6«6. THACO 13; lAT t; Dmg tpecial; SA spore 
>et;SD immune to mind attacks and blunt weapons, edged weapons cause only 1 hp 
damage, save vi nugical stiacks at *^4. ML IS; AL N(E». MC 

03*04 Basidirond d-4i: AC 4. MV 6. HD 5*5. THACO 15, SAT 1; Dmg 2-8, $A smothering 
spores(save vs poison or dio m 2-5 rounds unless curt spell is rant or an r/izjr 

health is drunk), hallucinatory spores; 81) immune to mental attacks, cold-based attacks 
do no damage but slow the creature to 50^ normal movement and prevent spore ni- 
tacksi.ML 14. ALN(B>, .MM^15 

05-06 Bloodthorrt ' 14» AC 4 <tendrt]s>3 (trunk r. MV ml. HD S*16. THACO variable. I AT 
5-12. Dmg special; SA tendnlt: ML special; AL N; MM2 18 

07*08. Chepekwe (12) AC 6; MV 12; HD 10; THACO 1 1; /AT 2 (I horn. 1 trample), Dmg 
2-16/2-16. SA charge; ML 13; AL S\ tok^n from "Out of Africa'* and "Gaming the Dark 
Continent.'* in DRAGON* isaue /)22 Thia aggreaatve. swamp^welhng herbivore looks 
like a imit) elephant wuh a rhinoceroa horn above lU trunk. It can trample and gore 
opponents every round Once per turn, it can charge at an 18 movement rate and do 
double damage with the hern. Only man site or smaller creatures may be trampled It is 
a creature derived from African legends 

0910 Crane, giant <t*3>: AC 5. MV 9. fly 18(C); HD 3; THACO 17. 1 AT I. Dmg 1 10. ML 8; 
ALN.MM276 

U 20 Crocodile <1 Ob AC 5. MV 6. swim 12. HD 3. THACO t€. /AT 2. Dmg 2-8' 1 12; S A 
*2penaltv lo opponent's surprise roll; ML 9; AL N. MC 

21 23. Dragonfly, giant (13) AC 3; MV 1. fly 36 (B. hover); HD 6 1. THACO 13; /AT 1. 
Dmg 4-16. SA *2 on initiative. ML 6; AL N. MM2 59 

24 28 Prog, giant il4>: AC 7. MV 3. swim 9. HD 3; THACO 16 /AT 1. Dmg 2-8; SA t4>ngue. 
awallowa whole, jump. ML 8; AL ml; MC 

29 33 Frog, poisonous (Mr AC 8. MV 3. iwim 9; HI) 1; THACO 19. 1 AT 1. Dmg 1. SA 
poison (save at ^4 or dier. ML 6. AL ml. MC 

.34 .18: K^eh. giant ( Mh AC 9; MV 3. swim 3; HD 1 4: THACO 19 17: /AT 1: Dmg 1 4:SA 
blood dram, disease; ML 7. AL nil; MC 

3943 lizard, giant (14) ACS. MV 15. HD 3 1; THACO 17. /ATI; Dmg 1*8. SA double 
damage on natural 20. ML 9. AL N, MC 

4448 Lizard men 2-8): AC 5. MV 6. swim 12. HD 2* 1. THACO 19. /AT 3: Dmg \ Z/\ Z 
iS ML U. ALN. MC 

49 50: Mantrap) 14): AC 6. MV ntl; HD 4-9; THACO ml. /AT 2-5 leaves. Dmg special. ML 
12; AL nil; MC. 

51*53 Ntefu lol(14( AC 6. .MV 9. KD 11. THACO 9, #AT 1 bite or 1 trample. Dmg2-8or 
4 24. ML 10; ALN; taken from ''Gaming the Dark Continent.'' in DRAGON issue /I22 
71>is large, water-dwelling herbivore hai the body of a hippo, a long girafTelike neck and 
face, and a horselike hairy tail It can bile or trample. Hut not hath at once. This creature 
IB derived from African legends continued on paae 17 


16 Issue No. 22 






THE LEOPARD MEN 


The Leopard Swamp 

A. Fringe of the Swamp. 

At the sun rises on your camp, you 
can see the ed^c of the Leopard 
Swamp just a hundred yards away 
across the Tiger River. Already you 
can hear a loud chorus of animal 
noises: cranes, waterfowl, frogs, 
crocodiles, and unknown things 
Even as you watch, a small crocodile 
stalks along the water's edge. Sev* 
era! yards away, a mottled yellow 
viper slides out of a tud of grass and 
into the water Obviously, the swamp 
is a haven for reptilian life. It is a 
fitting home for such evil as the 
Leopard Men. As you break camp 
and prepare the canoes, the porters 
who have carried your belongings 
this far retreat several hundred 
yards away from the shore. There 
they establish a new camp to await 
your return. You are on your own. 


The porters ffour per canoe) cannot be 
persuaded to Join the party by promises 
or threats. In any case, it would be 
foolish for the I^s to do so. since they 
barely have enough room for them* 
selves and their supplies in the canoes. 

Porters: AC 10: MV 12: xero- level 
humans: hp 4 each: ^AT 1; Omg by 
weapon type; ML 12; AL any; daggers. 

As noted earlier, other Nrc members 
of this expedition should be created by 
the DM as needed. 

B. The Holy Beast. This large island 
stands a mere 200 yards from the 
swamp's edge. It is the home of a huge 
male kamadan with seven snake heads. 
Due to its leopardtike form and destruc* 
live nature, the Leopard Men regard 
this beast as a sacred creature sent by 
the god Kazhak to help the spread of 
evil. Occasionally, the Leopard Men 
offer sacrifices to it. 

Recently, the kamadan encountered a 
female displacer beast in the jungle. As 
the two species are related, these two 
creatures have mated and produced a 
litter of seven hybrid cubs. 

The lair of this odd pack is on the 
southeast part of the island in a shallow 
depression leR by the roots of a fallen 
tree. All the monsters are in or near the 
lair, and all can sw’im well. 

Kamadan: AC 4; MV Ig: HD 4 4^2; hp 
30; THACO 17; #AT 10; Dmg 1-3/1-3/1-6/ 
M ( X 7); SA slefp breath weapon; ML 


15; ALN: FF/55. 

Displacer beast: AC 4. MV 15; HD 6; 
hp 30; THACO 15; SAT 2; Dmg 2 8/2 8; 
SD -2 on opponent's attack roll, saves 
as 12th level fighter: ML 14; AL N; MC. 

Three of the cubs look exactly like 
kamadans and have four snake heads 
each, but each cub has part of the die* 
placement ability of its mother. Oppo- 
nents have a * I penalty to hit them, 
and they save as Sth level fighters. 

Their tleep breath weapon is a 15' cone 
with abaw diameter of 10'. affecting up 
to 2-HD creatures with no saving throw; 
others must save vs. dragon breath to 
avoid the eH^ects. 

Kamadan cubs (3): AC 4; MV IS; HD 
2 1; hp 11; THACO 19; lAT 7; Dmg 1-2/ 
12/141-3 < X 4); ML 8; AL N; FF>55. 

Three of the cubs look like displacer 
beasts, but they have part of the breath 


weapon of their sire. The breath weap- 
on's cone is 10' long and affects up to 
1-HD creatures with no saving throw; 
others save vs. dragon breath at *2 to 
avoid the effect Their displacement 
ability is the same as that of their 
mother; opponents receive a ~2 penalty 
to hit them, and they save as 12th-level 
fighters. 

Displacer beast cubs (3): AC 4; MV 
15; HD 3; hp 16; THACO 17; #AT 2; 

Dmg 2 5/2 5; ML 12; AL N: MC. 

The last cub is a huge hybrid, combin- 
ing the full abilities of both iU parents. 
Its sleep breath weapon is a 30' cone 
with a 10' diameter that affects crea* 
tures of up to 4 HD with no saving 
throw; others must save va. dragon 
breath to avoid the e0ect. This cub has 
six snake heads Ifrom its father) and 
two tentacles (from its mothen The cub 


continued from page 16 

54*55: Phycomid U-41: AC 5; MV 3; HD 5: THACO 15: MT2; Dmg 3-6/3-6; SA infection 
(save vs. poison or take 5-8 hp additional damage; death in 5-8 turns unless a cure dfs- 
rair spell is cast or an eluir of health is drunks SO immune to mental attacks. ’*’4 on 
saves vs. fire based attacks, for half normal or no damage; ML 14: AL NfEr. MC 

56-57: Pudding, brown (li: AC 5; MV 6; HD 1 1; THACO 9: lAT 1: Dmg 5 20: SA dissolves 
leather and wood; SD immune to acid. cold, poison; ML special; AL ml; MC 

58 59: Retch plant i Uk AC 8; MV nil; HD 6; THACO 15; #AT I; Dmg special; SA/SD fruit; 
ML special; AL N; MM2 106. 

60-64. Scum creeper (2*8i: AC 6; MV' 3. HD 1, THACO 19. #AT 1. Dmg 1. SA fastens to 
prey: ML special; AL N; MM2 107. 

65 67: Shambling mound 1 16): ACO; MV 6; HD 8-11; THACO 139; I AT 2; Dmg 2 16/2-1$; 
SA suffocation; SD immune to fire, weapons do half damage, lightning adds I HD; ML 
17; ALN. MC 

68-77: Snake, constrictor < 1*2 k AC 6; MV 9; HD 3 •*•2; THACO 17; /AT 2; Dmg 1/1*3: SA 
constriction; ML 8; AL N; MC. 

7887* Snake, poisonous 1 1*8): AC 6; MV 15: HD 2-M: THACO 19; /AT 1: Dmg 1; 8A poi* 
son; ML 8; AL N; MC 

88 90: Tri-flower frond <1 10k AC 9; MV nil; HD 2 >8; THACO 16. / AT 2-8; Dmg special. 
ML 10; AL ml: MC. 

91*93; Twilight bloom a-6). AC 6; MV nil. HD 3*8; THACO 17. /AT special; Dmg special. 
SA poison; ML special; AL N; MM2/122 

94 97: Ustilagor(12k AC 5; MV 9; HD 3 *3; THACO 17 /AT 1; Dmg 2 5: SA poison (save 
vs. poison or lake 2-5 hp additional damage), psiomcs: SD immune to mental attacks; ML 
13;ALN(EkMMt122. 

98-99: Yellow musk creeper il -4 k AC 7; MV nil; HD 3; THACO 17; / AT 2*12; Dmg special 
SA pollen; SO immune to mind-alTccting spells: ML 20; AL nil; MC 

00 Zygom (1-3k AC 8: MV 1 or host; HD 3 or host: THACO 17 or host: / AT by host type; 
Dmg by host; SA milky glue; SD immune to mind attacks; ML special; AL N<E); MM2 
132. 

Water Encounters 'Roll 1420) 

01 10: Crocodile: See U- 20 above. 

1 1: DragonDsh: AC 4. MV swim 6; HD 2; THACO 19; I AT 1; Dmg 1*6; SA poison spines; SD 
natural camoufltge. ML 5; AL nil; MC< 

12*13: Leech, giant: See 34-38 above 

14-19 Snake, poisonous: See 7887 above 

20: Throat leech < 1 20k AC 10: MV 1. Swim 1 1 hp; THACO 20: #AT 1; Dmg 1-3; SA choke; 
ML 6; AL nil; MC (leech). 


DUNGEON 17 







THE LEOPARD MEN 



appears to be all black, but leopard 
spots can be seen on its coat in bright 
light. 

Hybrid cub: AC 4; MV 18; HD 5 + 1; 
hp 28; THACO 15; #AT 1 1; Dmg 1 3- i a 
1 6/2-a'2-6/l 4 < K Sk ml 14; AL N; FF 
55 and MC (displacer beasti. 

If the party intrudes on the lair, all 
these creatures fight savagely. If they 
take severe losses 'three cubs or one 
parent 1 . the rest scatter as if panicked. 
They then silently stalk the party from 
cover, trying to pick ofT stragglers, and 
do not retreat until all are slain. 

The treasure of the beasts lies under a 
pile of bones and leaves at the bottom of 
their pit lair: 60 gold nuggets 'worth 5 
gp eachK 16 uncut gems 'worth 10 gp 
eachi. two pieces of native jewelry 
'worth 500 gp eachi, q potion of 8U‘e<t 
<x*o/er. a large s/iie/t/ *2. and A^trdU of 
many pourhes. 

C. Cannibals Afloat. 

This part of the sw amp is a night- 
mare of tangled weeds, sandbars, and 
tall grass punctuated by many small 
islands of firm ground. \bu've 


I hacked your way for hours now, often 
.stopping to slide the canoes over 
I shallow obstacles. Finally you break 
free of the shallows, and your canoes 
glide into a stretch of deep, open 
water Another island stands out of 
^ the w ater ahead of you As you stop 
to catch your breath, the canoes 
momentum carries them alongside 
the island. Just os you dip your pad- 
dles m the water to continue, splash- 
ing sounds to your rear attract your 
attention. 

Several canoes are rounding the 
island behind you and heading in 
your direction. The canoes are crude 
duguuta. and the men ia them are 
dressed in loincloths and rough 
leather armor. Bright red feathers 
are Ued in their hair and on their 
spears. The prow of each canoe is 
decorated a bundle of human skulls. 


These men aro a group ofyoung 
Kanakre cannibals. This evil tribe is 
hated by other natives, but even the 
Kanakres pay tribute to the Leopard 
Men 'although grudgingly). This war 
party is made up of men w ho cannot 


bear the insult any longer and have 
decided to find the Leopard Men's tem- 
ple and kill them This happens periodi- 
cally among the natives, but they have 
been defeated every* time. These men 
are brave but foolish. Only the leader, 
Katamban, has any real combat experi 
ence. Due to their traditional hatred of 
all non-Kanakres. the natives regard 
the PCs as enemies to be destroyed. 

The Kanakres appear 50’ away from 
the PCs. Since this encounter is sudden, 
roll for surprise on each side ' t in 10 for 
the Kanakres). The natives' small ca- 
noes are about equal to those of the 
PCs. There are 45 cannibals traveling 
three men per canoe (15 canoes total). 
The canoes are traveling roughly five 
abreast, with a minimum of 10' between 
canoes. Kalambari rides m the central 
front canoe. 

Regardless of the PCs' actions, the 
Kanakres attack. Since each Kunakre 
has boating proficiency i M’SG, page 45 
they will catch the PCs' canoes unless 
the PCs all also have boating profi- 
ciency. As the Kanakres overtake a PC 
canoe, one of them leaps aboard to me- 
lee. This action has a 45^ chance to 
upset the canoe jumped into, but all the 
Kanakres can swim and are lightly 
encumbered ' WSG. page 4 1 ). The Kanu 
kres will not break off the attack until 
25 of them are killed. 

This area of the sw*amp iaonc of the 
few that is a large open stretch of water. 
It is also a favorite place of crocodiles 
'hp 15 each; sec Leopard Swamp 
Cncountem table for statistics). These 
creatures arrive two rounds after a 
canoe capsi 2 es and attack anyone in the 
water, whether PC or Kanakre ' I -3 
crocodiles per person) 

The Kanakres are barbarians, aa per 
Unearthed Arcana, pages 18-21. Their 
tertiary skills are as per barbarians 
from the Amedio Jungle or HepmonS' 
larxi^ f Unearthed Arcana, page 20 1 . Bo- 
nuses to saving throws, movement, and 
armor class, as well as other skills and 
combat abilities, should be carefully 
checked and noted Assume each war 
nor has strength, constitution, and 
dexter ity scores of 15, with other char- 
acteristics equal to 1 1 (unless otherwise 
noted). 

Each Kanakre has Id4 - 1 gold nug 
gets (worth 5 gp eachi Kalambari has 
six gold nuggets, a leather pouch filled 
with 30 gp worth of gold dust, and an 
uncut garnet (worth 5 gp). 

Kalambari: AC 2. MV 15; BnrbO. hp 


18 Issue No. 22 








THE LEOPARD MEN 


70; THACO 16; #AT 1; Dmg by weapon 
type; S 18.80, D 17, C 18. 1 11, W 9, Ch 
12; ML 16; AL CE; spear, knife, leather 
armor 

Kanakres i45»: AC 6; MV 15; Barbl; 
hp 8 each; THACO 20; #AT 1; Dmg by 
weapon type; ML 13; AL CE; each has a 
spear, knife, and leather armor 

D. Open Wide! 

The swamp here suddenly gives way 
to a large lake The trees and grass 
stop at a ragged line, defining the 
boundary between swamp and lake. 
You can see that the bottom deepens 
abruptly here. 


If the PCs watch the lake for at least 
one round, they notice some odd things. 
No fish jump in the vicinity, even 
though many others can be Been out in 
the distance. Even the water birds act 
strangely: one or two dive close to the 
water, only to suddenly turn up and 
aw*ay sharply. 

If the party continues out onto the 
lake, a monster rises up to intercept 
them. This huge Hah, a verme. automat* 
icaily destroys one canoe w'ith its bite, 
throwing all occupants into the water. 
Then the creature tries to swallow the 
swimmers. There is a 50^ chance that 
the PCs will see the fish rising and have 
one round to react. 

Verme: AC 3 (headvS tbody); MV 16; 
HD 18 + 18;hp 105; THACO 3; /AT 1; 
Dmg 7*28; SA swallows creatures 
whole; SD edged weapons do 1 hp dam- 
age, fire does half damage unless it 
burns internally; ML 19; AL N. 

E. Giant Crocodiles. This part of the 
swamp seems no different from the rest, 
but it is home to a pair of giant croco* 
dilcs. These huge reptiles have outlived 
all their kin and. like all reptiles, never 
stopped growing If the PCs enter this 
hex, the crocodiles attack, gaining a “2 
on surprise rolls. They either bite (for 
0*2 points hull damage) or ram Tor 0*1 
point damage) a random canoe (equal 
chance for either attack). An attack has 
a 40^ chance of capsizing the canoe. 

The crocodiles attack people in the 
w'ater in preference to attacking a ca- 
noe. Both crocodiles fight to the death. 
The larger one has ID gold nuggets 
fworth 5 gp eachi imbedded in its stom- 
ach wall. 

Giant crocodiles AC 4; MV 6. 
swim 12; HD 7; hp 35, 32: THACO 13: 


#AT2; Dmg 3-18/2-20; ML 11; ALN: 
MC. 

F. Lizard Folk. 

There is a low island of ground ahead 
of you. The muddy island has been 
cleared of vegetation, and you can 
see an odd building on the shore. 

This round, beehivelike structure 
appears to be made of dried mud and 
grass- 


This building is home to a clan of 
lizard men. Zatmec. the Leopard Men's 
high priest, often tried to hire the lizard 
men as mercenaries. But the reptiles, 
being truly neutral, were repulsed by 
the evil of the leopard god Kazhak. so 
completely opposed to the edicts of Se- 
muanya, the lizard men's deity (Legends 
& Lore, page 96', They refused all of- 
fers. and their large numbers enabled 
them to enforce their refusal. 

Zatmec. crafty as ever, had his ser- 
vants capture a lizard king named 
Ssargo. The high priest used his magic 
to impress Ssargo (who is not bright by 
lizard king standards), and the reptile 
gladly become an ally of (he Leopard 
Men. Zatmec then sent Ssargo to the 
lizard men's lair where the lizard king's 
natural control gave him domination. 
After killing the lizard men's chief and 
shaman, and smashing their idol of 
Semuanya. Ssargo became the dictator 
of the clan. Zatmec has ordered the 
lizard men to patrol some areas of the 
swamp, which frees Leopard Men and 
leopards for more lucrative tasks. 

The lizard men are unhappy with the 
change in their lives. Among other 
indignities. Ssargo has ordered the 
female lizard men to produce three 
times as many eggs as normal. Ssargo's 
future army is incubating in the mud 
banks of the island. 

There is no plant cover on the island. 
If the party approaches openly. 30 liz* 
ard men (hp 11 each; .see Leopard 
Swamp Encounters table for statistics) 
leave the building and attack when the 
PCs are within 100 yards If all these 
lizard men are killed, Ssargo tries to 
defend the lair with the remaining 25 
lizard men and 30 female lizard men 
(hp 11 each; see the Leopard Swamp 
Encounters Tkh)e for statistics). They 
try to hold the door first, falling back to 
the throne room, then running out the 
secret door to make a last stand in the 
hatchery. 



The mud walla around the hatchery 
are 3' high. Two giant crocodiles (hp 
35 each; see area E for statistics) stand 
guard inside and fight all intruders. 

If Ssargo is killed, the surviving lizard 
men stop fighting and try to make peace 
with the party. The lizard men will lead 
the PCs to the island of the leopard 
Men (area I); 2-5 lizard men will serve 
as guides, if that many survive. 

There Is no treasure among the lizard 
men. If the PCs search Ssargo's body, 
they find around his neck a bronze 
medallion with the snarling leopard 
emblem of the Leopard Men. 

Ssargo (lizard king): AC 3; MV 9, 
swim 15; HD 8; hp 43; THACO 13; #AT 
1; Dmg 5-20; SA skewer; ML 16;ALC£; 
MC (lizard man); trident. 

Lizard man children (40): AC 7; MV 
6. swim 10; HD I; hp 5; noncombatant. 

G. Frogs. Another small island lies in 
this area of the swamp, with a large 
area of open water around it. This is (he 
camp of a troop of bully wug merce- 
naries. hired by Zatmec to patrol this 
part of the swamp. There are 40 normal 
bullywugs (hp 5) armed with spears, 
four bully wug warriors (hp 6). and a 


DUNGEON 19 








THE LEOPARD MEN 



bullywug leader <hp 131. They keep 15 
fiant frog8 <hp 24 each; 5ee Leopard 
Sw«mp Encounlers table for statistics) 
of the largest sort for use a? mount a. 

One of the warriors has a pack of 20 
killer frogs under his control. 

If the PCs travel through this hex, 
they encounter the bullywugs just after 
the creatures have broken camp. Thus, 
all are mounted; they ride four per frog, 
with the warriors and the leader alone 
on their frogs. 

Unless the party's canoes are invisi- 
ble, the buUyw'ug sentries spot them 
moving through the open water The 
whole group charges forward into bat* 
lie, starting 40' away from the PCs. The 
bullywugs use their spears as lances 
from the backs of their weird mounts. 
There m a 25^ chance per canoe that a 
giant frog will try to clamber aboard, 
automatically capsizing the canoe. The 
killer frogs attack one canoe on com- 
mand from their trainer. When 25 bully- 
wugs. two w'arriors. and the leader are 
slain, the rest will flee. 

Each bully wug has 1-4 sp. the war- 
riors have 2-8 sp. and the leader has 25 
gp plus a bronze medallion of the Leop- 
ard Men. 


Bully w'ug.s (441: AC 6; MV 3. swim 
16; HD I;hp8<x4), 5(X40l; THACO 
19: #AT3or 1; Dmg 1-2/1 -2/2 -6 or by 
weapon type; SA hop; SD camouflage: 
ML 10; ALCE:MC, 

Bullyw'ug leader AC 5; MV 3, swim 
15; HD 2; hp 13; THACO 19; #AT 3 or 1; 
Dmg 2-3/2-3/3-B or by weapon type ♦ 1; 
SA hop; SD camouflage: xML 10; AL CE. 
MC 

Killer froga (20j: AC 6; «MV 6, swim 
12; HD 1 e4;hp 6; THACO 19; #AT3: 
Dmg 1-2 1-22-5; ML 6; AL ml; .MC 
tfrog), 

H. Water Snake. A giant anaconda 
lives in an underground cavern on the 
edge of an island in this hex. If the PCs 
enter this area, the snake silently glides 
out of concealment and follows the last 
canoe. The snake tries to coil around a 
PC m the rear of the canoe (with a 4 in 
6 chance to surprise). If successful, the 
snake drags ita victim to the bottom of 
the sw'amp (8* deep here) and holds the 
unfortunate person down until he 
drowns (see WSG. page 431 If the snake 
is reduced to 8 hp or less, it releases its 
victim and retreats to its lair. It has no 
treasure. 


Oiant constrictor snake; AC 5; MV 
9; HD 6 ♦ 1; hp 31; THACO 15; #AT 2; 
Dmg 1-42-6; SA constriction; ML 9; AL 
N; xMC (snake). 

Island of the Leopard Men (Areo I) 

This island, the largest in the swamp, is 
ihe home of the Leopard Men. On this 
firm and fertile ground, the Leopard 
Men have killed off all large animals 
and dominate all remaining life. 

Leopard Men always wear cloaks of 
leopard hide, with each leopard head 
mounted on top of the monk's head, the 
animal's front legs tied to the arms, and 
the rear legs tied to the monk's legs. 

The tail hangs free behind. Each monk 
also wears the steel-clawed gloves of the 
cull and a loincloth. 

If the PCs camp in any of the hexes 
adjacent to the island, they automati- 
cally encounter a Leopard Man patrol 
consisting of 1 1 Leopard Men and five 
leopards (details follow). The monks and 
their leopard pets fight to the death. 
However, one leopard will be told to run 
and warn the other monks at the tem- 
ple. If It eKapes, there will be no chance 
to surprise the other Leopard .Men at 
their village A maximum of three such 
patrols may be encountered; if any 
patrol is slain, its absence will be noted 
at the village of the Leopard Men in 1-8 
hours. 

Uopard Men ( 10): AC 7; MV 18; 
Monk4; hp 15; THACO 19; IAT5/4; 

Dmg ld6 *^2; ML 14; AL LE. These 
monks may speak with antmals at will 
(as per the priest spell), and ESP has 
only a 3CK chance of success against 
them. They may fall up to 20' without 
harm if within 1' of a wall. They are 
surprised only 2891 of the time using 
AD&D 1st B(lition rules; give them a 
- 1 modifier to surprise using AD&D 
2nd Edition rules. Their thief skills are: 
OL 37^ . FTtT 35^. MS 3391 . HS 2591 . 
HN l59t.CW 

Leopard Man leader: AC 6; MV 20; 
Monk6; hp 21; THACO 18; #AT 32; 

Dmg 2d4 ^3; ML 16; AL LE. This monk 
may apeak wtth animals at will (as per 
the priest spell), and ESP has only a 
2691 chance of success against him. He 
may fall up to 30' without harm if 
within 4' of a wall, is immune to disease 
of any sort, is never afTected by haste or 
alow spells, may use self-induced cata- 
lepsy to appear to be dead for 12 turns 
<2 hours), and is surprised only 24^ of 
the time using AD&D 1st Edition rules 


20 Issue No. 22 




THE LEOPARD MEN 


^^ive him a ^ 1 modifier to surprise 
using AD&D 2nd Edition rules^. His 
thief skills are: OL 47^ . PUT 45^^ . MS 
41% HS 37^. HN 20%. CW 92%. 

Leopards (5): AC 6; MV 12; HD 3 ^2; 
hp 17; THACO 17; #AT 3 iclaw.daw/ 
bitei; Dmg 1-3/ 1-3/1 -6; SA rear claws for 
M/14 ifboth front claws hit. *3 on 
victim's surprise roll, leap 20' up or 25' 
ahead, climb and swim 99%; SD sur- 
prised only on a 1; ML 9; AL N; MC 
(cats, great). Use these statistics for all 
leopards encountered in this module. 

\^en the PCs enter the hex marked I 
on the DM’s map. read the following to 
the players: 

After you pass through a long stretch 
of open water, a large island comes 
into view. Judging from the stands of 
reeds that stretch out of sight to 
either side, the island is at least two 
miles long. 


While the PCs are on the island, roll 
for random encounters for every hex 
they travel through, with a 1 in 6 
chance of an encounter. All encounters 
will be with a patrol of one Leopard 
Man leader and 10 ingogo, a new mon- 
ster originally detailed in DRAGON 
issue 1122. 

Leopard Man leader; AC 6, MV 20; 
Monk6; hp 24: THACO 18; lAT 3/2: 

Dmg 2d4 *^3; ML 16; AL LE; see the 
previous statistics on the Leopard Man 
leader of the off island patrol for more 
information on his powers and skills 

Ingogo riO): AC 6; MV 12; HD 1 •*'3; 
hp 8; THACO 19; #AT 2 hand grasps. 1 
bite; Dmg 14 (bite); SD immune to all 
enchantment/charm spells; ML 12; AL 
NE; taken from ‘Gaming the Dark 
Continent," in DRAGON issue #122. 
The ingogo are a race of man-eating 
creatures that look like large baboons 
with humanlike faces They are dirty, 
odorous, and foul in general. Zatmec 
recently enlisted a tribe of the baboon 
men into his service and uses them for 
patrolling the island, which frees Leop- 
ard Men for other duties. Each ingogo 
has two grasping (no damage) attacks 
and one bite attack. If either grasping 
attack hits, the ingogo bites at +4 to hit 
and 1 to damage. These bonuses last 
until the ingogo is killed. This creature 
is derived from African legends. 

Key to the Island 

For the following encounters, use the 
Island of the Leopard Men <Area I) map. 


Several areas on the island have their 
own detail maps. 

1 1 . Canoes. There are 20 small ca- 
noes drawn up on the beach here, each 
about the same size as the party's ca- 
noes. A small 10' x lO’ hut stands 
nearby. Inside the hut are three Leop- 
ard Men who keep tabs on the groups 
using the canoes. If these guards are 
attacked, one of them will try to escape 
and warn the temple (area I5^ while the 
other two fight savagely, since the ca- 
noes are vita) to their existence. None of 
them has any treasure, although their 
leopard-skin cloaks could serve as tem- 
porary disguises. 

Leopard Men guards (3l: AC 6; MV 
20; Monk6: hp 26. 25. 23: THACO 18; 
#AT 3/2; Dmg 2d4 +3; ML 16; AL LE; 
see the previously given sUtistics on 
the Leopard Man leader of theofT-island 
patrol for more information on their 
powers and skills. 


12. Stake. 

A large wooden stake has been 
driven into the ground here, with a 
pair of copper manacles set into the 
wood. You can see many scratches 
and gouges in the wood, and old 
bloodstains are splashed everywhere. 
Many bones litter the ground. 


Anyone who examines the bones can 
see that they are human. A PC with 
tracking or hunting abilities will notice 
many large cat tracks in the dirt. The 
stake is used to hold victims given to 
the leopards at area 13. 


13. Leopard Ruins. 

This part of the island rises into a 
circle of low hills with a central bowl- 
shaped valley. At the center of the 
valley, you can sec a number of crum- 
bled stone buildings. There are a few 
walls standing, along with one build- 
ing that is almost intact. Everything 
else is in ruins; the buildings have 
collapsed, and you can see w'hore a 
tower has fallen onto a lower build 
ing. 


The map above shows the layout of 
the nibble, walls, and single standing 
building. The people whose village stood 
here vanished ages ago when the 


LEOPARD 
RUINS Area 13 



8w*amp advanced and swallowed (he 
fields around the town. Long after these 
people moved away, a group of natives 
w ho belonged to a leopard totem cult 
found the island. When the ancestors of 
the l.,copard Men came to the island, 
they absorbed these natives into their 
own culture. 

If the PCs watch carefully, even from 
a distance, they can see many spotted 
forms moving about in the rubble. 

There are 23 adult leopards (hp 15 18> 
and many noncombatant cubs living 
here. The Leopard Men feed them and 
take the largest ones to be guards and 
pets. 

If the PCs wear the leopard-skin 
cloaks of the Leopard Men as disguises, 
the leopards let them enter the ruins. 
Otherwise, all the big cats attack (2-8 
leopards arrive per round until all 23 
are attacking! w*hen the PCs come 
w'ithin 50 yards. 

Even If disguised, the PCs will have 
several leopards near them at alt times. 
There is a 10% cumulative chance per 
round that a leopard will come within 


DUNGEON 21 









THE LEOPARD MEN 



60* U> sniff at thp party Thedia^ises 
will not hold up to the leopards keen 
nose, and the cat wilt attack. In the 
following round, 5'8 leopards attack, 
and 2*5 more join in each round there- 
after until all 23 have attacked. 

The sole standing building is littered 
with bones, leaves, and hair Four 
wooden statues stand on round stone 
plai/orms. one in each comer of the 
building. A fifth platform stands in the 
center of the room, but there is no statue 
on it; this statue was taken by the Leop- 
ard Men and placed in their temple. 

The statues are deity figures: an agri- 
cultural goddess with a sickle and a 
bough laden with grapes, a winged sky 
god holding a bolt of lightning, and a 
war god holding a boar spear. All stand 
about 7' high The statue m the north- 
west corner depicts a god of healing 
holding a staff covered with carved 
runes The deity depicted by the statue 
placed a powerful spell on it lb most 
eyes, the runes on the staff are mean 
ingless. But to the eyes of a good- 
aligned cleric, the runes form a spell, 
and the cleric will also see that there ia 
a cap on the end of the carved staff. No 
one else can see these things regardless 
of magic or level. The cap hides a cavity 
in the staff that holds a bottle of ink. a 
writing quill, and a sheet of parchment. 
Using these, the cleric can make a per- 
manent copy of the runic spell, which 
can be used over and over again. 

The runic spell is a counterspell effec- 
tive against tuyeweraa. a new type of 
undead found only in the Leopard Men's 
temple (see the description at the end of 
this adventure I . The spell renders these 
undead monsters vulnerable to weap 
ons, but the cleric will know only that 
the spell is used to remove a special 
unknown enchantment from an un- 
known type of undead. This counter- 


spell affects all tuyeweras within 20' of 
the cleric reading the scroll; its effect is 
instantaneous. 

14. Village. 

The tall elephant grass gives way 
here to a broad clearing. A small 
group of thatched huts stands in the 
center, with vegetable gardens 
planted around the buildings The 
natives you can see are dirty, listless, 
and dispirited 


These villagers are the dregs of the 
island's society, those who arc not wor* 
thy to be trained as Leopard Men These 
outcasts make a meager living by farm- 
ing and fishing. They supply food to the 
temple and raise children. The monks 
keep a close watch on the village and 
have leA five leopards (hp 17 each) to 
live here among the huts Naturally, the 
villagers resent this treatment and 
have no desire to aid the Leopard Men. 

The villagers will not hinder the PCs 
but merely watch the party, answering 
questions with surly and vague an 
swers. They point out the direction of 
the temple 'area I5> if asked. 

One hut stands by itself to the south 
of the village This is the home of Cate* 
moc. a former Leopard Man priest who 
was expelled for laziness and incompe- 
tence. He is desperate to regain his 
position and regards the PCs' arrival as 
an opportunity to prove his worthiness. 

If the PCs enter the village. Catemoc 
sends word to the villagers to arm them 
selves. One turn after the PCs arrival. 
32 villagers half-heartedly attack them. 
Catemoc stays in the rear to command 
and cast spells. He uses his person- 
affecting spells (si/ence, commond. etc.> 
to neutralize spell -casting PCs When 
these run out. Catemoc stays at the 


back of the battle, hoping the other 
villagers will overcome the PCs. He 
won't join the melee until five or more 
villagers are defeated 
Once 10 villagers are stain, the rest 
flee, leaving Catemoc and the leopards 
to face the PCs alone. If the PCs give 
chase, the villagers fight only to protect 
their 13 noncombatant children. Cate- 
moc 18 not very brave and will try to 
surrender if reduced to 10 hp or less. 
The leopards will fight to the death, 
except for one that runs to warn the 
monks at the temple. If it escapes, there 
will be no chance to surprise the monks. 

There is little treasure here Each hut 
holds 0 6 cp. Catemoc s hut has a cheat 
holding 14 gp. 20 sp. 30 rp. and a spell 
scroll that Catemoc stole from Zatmec 
for his own protection. The scroll con- 
tains a counterspell for rendering tuy- 
eweras (described at the end of this 
adventure I vulnerable to weapons and 
IS identical to the runic spell found at 
the leopard ruins larea 
Villagers (32 f; AC 10; MV 12; zero- 
level hutnam; hp 5-7; THACO 20; #AT 1; 
Dmg by weapon type; ML 8; AL any 
neutral or evil: clubs 
Catemoc: AC 7; MV 12: Monkl/C7; 
hp 33; THACO 16; lAT 1; Dmg by spell, 
by weapon type, or 1-3 (open hand); 

W 15; ML 1 1; AL LE; leather armor, 
shield. club; spells: 6/e#s. ci>mmond 
( X 2). cure /ighl wounde ( ^ 2l. hold per- 
son ' X 2). s<7encf /5* radius, continual 
light, dispel magic, cure tenoua wounds 

15. Temple of the Leopard Men. The 
temple stands 300 yards southwest of 
the native village (area I4K A trampled 
dirt path leads f^rom the village through 
the elephant grass to the temple. 

A large stone building looms ahead 
of you. The stone is dark granite, and 
the building stands about 20' high. 
Three broad long steps lead up to the 
entrance. 


There are several opportunities in the 
adventure for leopards to warn the 
monks m the temple of the PCs arrival. 
If this has occurred, the Leopard Men 
will be alert and cannot be surprised 
Leopards that gave the warning will 
wait on the steps with the one leopard 
permanently stationed there (see area 1). 

Unless noted otherwise, all rooms are 
10* high. All Leopard Men wear the 
traditional leopard-skin cloak Also, all 
of the monks wear steel-clawed gloves. 


22 Issue No. 22 





THE LEOPARD MEN 


TEMPLE OF THE LEOPARD MEN 
Area 15 

1 square “ 10' 



Ground Floor 
1. Steps. 

The three steps leading up to the 
double-door entrance are broad slabs 
of solid granite. The doors and wails 
of the building are featureless, with 
no carvings or ornamentation. 


One leopard (hp 17) alw'ays stays on 
the .Heps as a guard. If any leopaids 
previously encountered escaped to give 
the warning here, they will be on the 
steps with the assigned guard leopard. 

If the PCs openly approach the building, 
or if the leopard detects them, it growls 
a warning that can be clearly heard by 
anyone in room 2. If the PCs walk onto 
the steps or attack from a distance, the 
leopard leaps to the attack. 

2. Shrine. 

The room beyond the doors is 
70'x 60'. and 20' high. A balcony 
I area 8) set into the north wall over- 
looks the room In the center of the 
Hoor. a large wooden statue of a sit* | 
ting leopard is elevated on a slab of | 


stone. The animal's head is held low. 
its eyes glaring. Tw o sets of stairs 
lead up to the balcony. 


The double doors are closed but not 
locked. If the temple has been warned of 
the PCs' approach, six guards from 
room 3 are stationed here, three in front 
of the north doorway, and three up on 
the balcony. Otherwise, there are only 
four gxiards here, two on each level. In 
either case, the guards shout an alarm 
when the PC^ enter, alerting rooms 3. 4, 
9, 10. and 11. The Leopard Men from 
those rooms arrive three rounds later. 
While the monks melee, their loaders 
will not hesitate to use magic in the 
temple to defeat the PCs. Six leopards 
(hp 17 each) are always stationed on the 
balcony. If an enemy approaches within 
10' of the balcony, the leopards leap 
down on them and attack. 'The Leopard 
Men will try to keep the PCs in this 
room and off the balcony so that all 
attacks can be concentrated on them. 

A PC who examines the statue must 
roll an intelligence check. If the check is 
successful, the PC notices that the base 
of the statue is set on rolling wheels. 


The wheels, however, are locked down. 
A thief must make a successful pick- 
locks roll to unlock them The statue 
can then be rolled aside, although this 
requires a total of 100 strength points. 
The trapdoor beneath the statue leads 
down into the dungeon (room 13). A 
ladder has been set into the side of the 
shaft and runs 50' straight down to the 
floor of the room below. 

3. Barracks. 


There are many bundles of sleeping 
blankets scattered about the floor, 
but there are no other furnishings in 
this room. 


This room senes as a barracks for the 
Leopard Men who serve as common 
soldiers. A total of SO are quartered 
here, but only 20 ere currently in the 
temple: the others are on patrols. Of the 
20 that are here, either four or six are 
on guard duty in room 2. The rest are 
meditating in this room. There is also a 
tuyewera (hp 30, see end of module for 
statistics), placed here by Zatmec to 
keep an eye on things. The undead 
creature makes the monks nervous, but 


DUNGEON 23 




















THE LEOPARD MEN 


they are forced to tolerate it. If sur- 
prised in this room, the Leopard Men 
and tuyewera have no choice hut to 
fight to the death. Combat in here al- 
erts rooms4 and 6(and vice versa K 
Leopard Men i20t AC 7; MV 18. 
Monk4; hp 17; THACO 18; #AT 5 4; 

Dmg ld6^2; ML 14; AL LE; sec the 
previously given statistics on the 4th- 
level monk Leopard Men in the off- 
island patrol for more information on 
their powers and skills. Each monk 
carries 2-8 gp and nothing else. There is 
nothing among the blankets 

4. Champion. 

This room has several meditation 
mats on the floor and bundles of 
sleeping blankets stacked by the east 
wsll. A scarred dummy stands in a 
corner. 

- I 

Adammu 2 . champion of the l..eopard 
Men. lives in this room. Since he trains 
the monks, the younger ones stay with 
him until they reach 4th level, then 
they move to room 3. 

If the alarm is raised, these monks 
run to room 2 as noted previously 0th* 
erwise, all are in here. Adammuz al- 
ways tries to fight the strongest looking 
warrior The 18 trainees fight enthusi- 
astically. if less skillfully 
The trainees each carry 1-6 gp. Adam 
muz. as befits a monk, carries only a 
small pouch with 20 gp and 30 sp He 
wears a pair of enchanted leopard-skm 
gloves with adamantine claws; these do 
an extra 2 hp damage above the normal 
open-hand damage of *** I per two levels, 
and also are +2 to hit. 

Adammuz: AC 8; MV 24: Monk 10; hp 
45; THACO 14: ^ AT 2: Dmg 2d6 +8; S 16. 
D 15. C 16. 1 13, W 15. Ch 15; ML IS; 

AL LE This monk may with 
animals at will (as per the priest spell), 
and ESP has only a 16^ chance of sue* 
cess against him. He may fall up to 30* 
without harm if within 4' of a wall, is 
immune to disease of any sort, is never 
affected by hosts or slow spells, may use 
self induced catalepsy to appear to be 
dead for 20 turns, may htal himself for 
154*^4 hp once per day. is 55^ resistant 
to certain mind-affecting spells (btguil- 
lag. charm, hypnosis, and suggestion', 
has an effective intelligence of 18 
against telepathic and psionic blast 
attacks using 1st Edition psionics rules, 
and is surprised only 16^ of the time 
using AD&D 1st Edition rules (give him 


a “2 modifier to surprise using AD&D 
2nd Edition rulesi. His thief skills are: 
OL67'T. F/RT65^. MS 78^. HS 639^. 
HN30^,CW99^. 

Novices ilO); AC 10; MV 15; Monkl; 
hp 5; THACO 20; #AT 1; Dmg 1-3; ML 12; 
AL LE, thief skills: OL 25^. FltT 2(W, 
MS 15^. HS W. HN 10«t.CW85a. 

Initiates (5): AC 9; MV 16; Monk2; 
hp T; THACO 20; #AT 1; Dmg 14+1; 
ML 12: AL LE; thief skills: OL 29^. F 
RT25^, MS21», HS 15^.HN 10^, 

CW 86^. 

Brothers Or AC 8; MV 17; Monk3; 
hp 10; THACO 20: / AT 1. Dmg 16 +1; 
ML 12; AL LE; Ihief skills: OL 33^. 

F KT 30*^. MS 27^. HS20‘f. HN 15^. 
CW 87^. These monks may speak uUh 
animats at will (per the priest spell). 

5. Garbage Disposal. This room is 
bare except for a 15 -deep pit in the floor 
used for disposing of garbage. A black 
pudding lies at the bottom of the pit. 

The pudding has dissolved everything, 
so there is no treasure here 
Black pudding: AC 8; MV 6; HD 10; 
hp 50; THACO 1 1 : / AT 1 : Dmg 3-24; SA 
dissolves wood and metal; SD immune 
to acid, cold, and poison; ML special: AL 
nil; MC (puddings, deadly). 

8. Forge. 

A w ave of hot air hits you as the door , 
opens. The room inside has been set 
up as a blacksmith s workshop. 

There are several anvils on the floor, 
and smith's tools hang on racks on 
the walls, A targe forge and chimney ^ 
sit in the northwest comer. I 


This is w here the Leopard Men forge 
their medallions, coins, and steel claws. 
The smith and his apprentice are both 
here unless alerted to combat in room 2 
Neither wears the steel-clawed gloves, 
since these interfere with their work If 
cornered, both fight with their hea %7 
hammers i Dmg 2-5). 

Smith: AC 10; MV 12; Monkl T8; hp 
60: THACO 13: /AT 3*2 or 1: Dmg by 
weapon type or 1-3 (open hand); S 1880. 
D 14. C 16, 1 13. W 10. Ch 13; ML 18; 
AL LE; see area 4 for other statistics on 
thieving .skills for Ist level monks, 

Apprentice: AC 10; MV 12: Monkl' 
F2; hp 18: THACO 19: /AT I; Dmg by 
weapon type; S 17. D 14, C 17. 1 12. W 
11. Ch 12; ML 12; AL LE; see area 4 for 
other .Hiatistics on thieving skills for 
lat-level monks 


The room contains many items for 
metal working. !n addition to a com- 
plete Ret of anvils and hammers, there 
are molds for medallions, coins, and 
claws. Raw' materials include 10 bars of 
bronze stock (worth 2 gp, weigh 5 lbs 
each). 20 bars of iron stock (worth 1 gp, 
w*cigh 5 Iba. each), and five bars of sil- 
ver Stock (worth 5 gp. weigh 1 lb. each) 
Beneath the largest anvil (requires a 
combined strength of 30 to movci. there 
is a cavity in the floor holding a small 
bar of adamantite worth 500 gp and 
weighing 2 lbs. Sufficient tools are here 
for any metal work needed, from simple 
forging to weapon crafting. 

7. Storage. 

Many things have been stored in 
here: boxes, barrels, kegs, coils of 
rope, and the miscellaneous items 
needed for everyday life. A nmall 
stove sits in the corner w*ith many 
cooking tools. 


This room double.^ as a storeroom and 
kitchen The food in the boxes totals 50 
weekly units of iron rations. There is 
one small keg of w*ine (worth \0 gp). but 
the other barrels hold w ater. Other 
items in the room include 150' of rope, 
boards, nails, spikes, bags. 10 flasks of 
oil. and numerous mundane item» of 
only practical value. 

Second Floor 

8. Balcony. This narrow walkway 
overlooks room 2. Six leopards (hp 17 
each) are stationed here. When the PCs 
enter room 2. the leopards wait for an 
opportune moment to leap down on 
them. 

There are either two or three Leopard 
Men on guard duty here, as noted in the 
description of room 2. These men try to 
keep the PCs from gaming the balcony. 
The occupants of rooms 9. 10. and 1 1 
arrive three rounds after the alarm is 
raised. 

9. Assassin. 

This room is sparsely furnished with 
* three cots, a prayer mat. and a 
footiocker A rack on the south wall 
holds a ^ar. a scimitar, two throw- 
ing daggers, and a short bow A tar- 
get hangs on the east w*aM. and a 
I practice dummy stands in the far I 
I comer. I 


24 Issue No. 22 







THE LEOPARD MEN 


This is the quarters of Talico Uhe 
Leopard Men's assassin), his two ap- 
prentices, and four leopards <hp 17 
each). Talico is the agent of fear who 
carries out murderous assignments 
among the native villages, killing those 
who critiaze or rebel against the Leop> 
ard Men. 

When the alarm is raised. Talico sends 
his apprentices and leopards out to 
melee, then spends one round covering 
himself with a bag of dust of disappear- 
ance iwhich lasts for 2-20 turns). He 
enters the balcony (area 8) and uses hid 
short bow against any PCs who stand in 
the clear, l^lico has a black rune- 
covered arrow, an arrou' of s/aytng 
mages *3, He will use this only if he is 
sure one of the F^s is a w'izard ^he is 
familiar with mage-type spells). When 
his arrows are gone. Thlico slips down 
the stairs to backstab PCs in room 2. 

The two apprentices each have 1-20 
gp. Talico carries 26 gp in his pouch. His 
ibotlocker holds clothing. 20 arrows, a 
dagger, and a pouch with 50 gp and a 
500-gp sapphire. The weapons in the 
rack are normal practice weapons. 

Talico: AC 6: MV 12; Monkl/T8; hp 
39; THACO 17; lAT I or 2 (with bow); 
Dmg by weapon type or 1-3 (open hand); 
S 14. D 18. C 16. 1 13. W 15. Ch 10: ML 
18: AL LE: short bow +i, 20 arrows in 
quiver, samifar dagger +/; thief 
skills: PP66». OL 65^. F TIT 50^, MS 
60^. HS 55<4. DN 55^, CW 90*». 

Apprentices (2): AC 9; MV' 12: 
MonklTl; hp 4: THACO 20; I AT 1; 

Dmg by weapon type or 1*3 (open hand); 
ML 12; AL LE: scimitars, daggers; thief 
skills: PP25^. OL2C«.FTlT MS 
20^, HS 15<». DN 25*^. CW 60^. 

10. Mage. 

' This room seems to be devoted to I 
study A bookcase stands against the I 
north wall, with many books and i 
scrolls on its shelves. A set of shelves 
on the south wall holds dozens of 
bottles. A large table stands in the 
center of the floor, and a cot is placed 
against the east wall. 


Kilero is the chief advisor u> Zatmec. 

He IS proud of his spell pow*er and will not 
hesitate to use it. He first uses spells that 
^ect only individual enemies ( mogir 
missiU, etc.), saving area-afreet ing spells 
ifireba/I, etc.) as a last resort. His wand of 
steam and vapor is used on PCs who get 
cloee enough to melee. 


Most of the hooks and .scrolls are 
about mundane subjects, written in a 
language unknow'n to the PCs. The 44 
books arc worth 5-20 gp each to a sage, 
and the 30 scrolls are worth 2-8 gp each. 
There are two magic scrolls among the 
others One has hold monster and con/h- 
sion spells inscribed, w hile the other 
has proteetton from normal missiles. 

The bottles hold chemicals and spell 
components. One of the bottles is filled 
with gold dust (20 gp w*orth). but the 
others are worthless. Kilero carries 40 
gp in his pouch 

Kilero: AC 4; MV 12; .Vlonkl MlO; hp 
40; THACO 17; # AT 1; Dmg by spell or 
weapon type; S 11. D 16, C 16. 1 18. W 
10. Ch 9: ML 16: AL LE: dagger, bracers 
of defense AC 6. wand of steam and 
vapor {28 charges), spell book (contains 
all memorized spells and read magic); 
spells: burning hands, charm person, 
magic missile ( < 2), irritation, levitate, 
Mclfs acid arrow, stinking cloud, fire- 
ball, hold person, suggestion, Evard's 
black tentacles, fumble, cone of cold, 
[eeblemind. 

II. High Priest. 

This is the only room you've seen 
with any sign of luxury. Leopard 
skins cover the whole Hoor. and a 
large comfortable bed stands by the 
back w'dlL w*ith a large chest to one 
side. A large glass terrarium is on a 
stand by the chest. Oil lamps hang 
on every wall. A pair of small cots 
has been placed near the west wall. 

A large leopard is pacing the floor. 


This is (he quarters of Zaimec, high 
priest and absolute ruler of the Leopard 
Men. His two apprentices live here also, 
as does his pet leopard (hp 24); details 
on these helpers follow. In addition, two 
tuyeweras (hp 30 each; sec end of ad- 
venture for statistics) are his constant 
companions. 

In melee, here or on the balcony (area 
8), Zatmec'a tuyeweras stand one on 
each side of him to fight anyone who 
gets within range. If attacked. Zatmec 
uses his person -affecting spelts first. 
Blade borricr is used U> prevent PCs 
from escaping. Flame strike is used only 
on a group of PCs who are far enough 
away from Zatmec's own men. Touch 
spells {cause blindness, etc. i are used 
only in melee. If he runs out of useful 
spells and is not in melee. Zatmec uses 
his staff of thunder and lightning. The 


apprentices use spells or their maces as 
appropriate. 

Zatmec will never surrender, and 
while he is alive the others fight sav- 
agely to the death (however, see area 13 
for notes on Zatmec's reactions should 
he be near death). If Zatmec is killed, 
there is a cumulative chance per 
round that the surviving I^pard Men 
will lose heart and flee. 

Zatmec wears a pair of gloves with 
short steel claws that do not interfere 
with his spells. The short claws give 
him a bonus of 1 on open-hand dam- 
age. If he is reduced to 20 hp or less. 
Zatmec uses his word of recall spell to 
escape to the temple dungeon )area 13). 

The apprentices each have 2-40 gp. 
Zatmec carries «55 gp in his pouch, along 
with the keys to his chest and lab (area 
12). The chest is locked and has a 
poison-needle trap (save vs. poison or 
die). Inside the chest are two leopard- 
skin cloaks, 1.500 gp. 20 gems (worth 
500 gp each), ond a potion of extra heal- 
ing ^neath the false bottom of the 
chest is a cavity that holds two scrolls. 
One scroll has the counterspell to make 
tuyeweras vulnerable to weapons— 
identical to the spell m the leopard 
ruins (area 13). The other scroll lists the 
names of Leopard Men spies who live in 
the native villages around Fort Thun- 
der. A merchant of Fort Thunder will 
pay up to 200 gp for this scroll, for iU 
usefulness in rooting out the last Leop- 
ard Men. 

The leopard is Zatmec's pet and is 
here to guard his possessions. It attacks 
anyone who does not wear a leopard- 
skin cloak. Due to its size and skill, this 
leopard is +2 to hit on all attacks. It 
picks one opponent and fights to the 
death. 

The terrarium houses a dozen small 
but deadly spiders. Anyone foolish 
enough to put a bare hand in will be 
automatically bitten and must save vs. 
poison at ** 2 or die. Zatmec uses these 
to guard the door to his lab (area 12). 

Zatmec: AC 3; MV 17; Monk3/C12; 
hp 55; THACO 14; I AT 1; Dmg 2*7 (open 
hand) or by spell or weapon type: S 16. 

D 16. C 15. II 12. W 18. Ch 14; ML 19: 
AL LE; bracers of defense AC 3, foot- 
man’s mace +2, staff of thunder and 
lightning i20 charges); spells: bless, 
command i ^3). cure light wounds ( ^ 3), 
darkness, chant i x 2). hold person ( x 3). 
silence IS' radius ( ^ 2), rouse blindness 
i X 2). dispel magic ( * 4), cloak of fear, 
cure serious wounds i x 2). poison, cure 


DUNGEON 25 






THE LEOPARD MEN 



critical icouruis. Pome strike, blade 
harnvr hral. see iht* for the 

3rd U»vol monks in nri*a 4 for dotail.< on 
(hief ubilitiifs and irumk class powers. 

ApprenliceK'2‘ AC 6. MV 9; Monk I 
C3; hp 19. THAC0 20. #AT 1; \)m)t by 
spell. M'eapon tvpe. or 1-3 (open hand^ 
W 12 chance of sptdl failure); ML 

1.1: AL(’E: stiidd<'d leather armor, 
shield, footman s mace; spells: rom* 
mand. cure li^ht wftunds, hoM person ^ 

12. The door lo this room is 
locked. C)ne of the deadU spiders from 
the lerranum in Zatmecs room (area 
1 1 » sits on the back side of the handle. 
Anyone who p*asps the door or picks 
the lock wiihoui gloves or gauntlets is 
automaUcally bitten ond must save vs. 
poison at -2 or die Zatmec uses his 
monkish ability to speak w'lth animals 
to control the spiders, 

i The room behind the door is a horn- 
I bir sight. On each of three large 
^ tables lies a corpH^ its legs removed 
at the knees. A podium holding an 
open book stands near the north 
w*all 


This 15 w'here Zatmec creates his tuy- 
eweras. as Leopard Men high priests 
hove dom* for centurips The corp«+»s 
were all enchanted recently, but the 
spell requires a full day after casting 
before it lakes effect. ()ne luyewern will 
animate 5-8 rounds after the PC.s enter 
the room, and the others w*i)] animate 
In 11-20 hours Before animation, the 
corpses do not radiate magic or evil, or 
react in any way lo the PC's’ actions. If 
Zatmec is not hereto control the undead 
when they animate, the luyeweras seek 
out and attack living creatures on their 
own. 

The book on the podium contains 
notes on the procedure for rtaking tuy- 
ew'eras. It was discovered by the ances- 
tors of the Leopard Men. hidden in the 
leopard rums (area II). It also contains 
the spell u.sed to animate tuyew’cras and 
the counter.spell that make.s them vul- 
nerable to w eapon.s. 

The book radiates magic and evil. Any 
nonevil person w'ho carries the book will 
lose one point of constitution per week 
and turn into a luycwera when his 
constitution drops to 2. Both of hn legs 
will simultaneously shrivel into noth- 
ing, as if struck by n staff i*f ivithennn 


Destroying the h<xik w ithin 24 hours 
will reverse* the effects, preventing the 
person from turning into a luyewera 
Once the transformation is complete, 
only a insh sptdl can restore the charac- 
ter. A go<id aligned character who de 
strove the Hook gam< l.OfMI %p 

1.1. Dungeon. 

I As you liK>k down into the large ro»im i 
\ below the leopard statue, your light ' 
I shines on a huge mound of treasure, 
Elephant tusks make up the largest 
part of the pile, hut you can see tall 
clay vases ami kigs among the ivory. 
There are two large hoxi's hy thi* 

' ladder, and you can also see many 
bits and pieces of weapons, armor, 
and adventuring gear \ si*cond 
glance shows that some items that 
look like ivory are really many white 
bones scattered over the floor. 


This underground room is where the 
Leopard Men store their ill-got ten 
gains The amount of treu>ure here Is 
huge and will require a minimum of 
five hours to sort. 

There are 12 alcoves >q't into the 
walls, Each is hidden hv a «»crol door 
Eleven of these spaces each have two 
(uyew'cras <hp 10 each^squatling in 
side. The alcove marked wiih an X is 
Zalmt*c’.s sanctuary for his word tif re- 
call spell. The following magical items 
are stored here: tw'o potions of ex/rn 
healing, a rtnf of eanrcllation ome 
chorgeJ. two clerical wollsi/7omr 
strike, hold pi^rsftn^ A large lever is set 
into the wall oflhi.‘» alcove 

If Zatmec is in his sanctuary, he 
watches the room through an eyeslit in 
the door. When four IX *s >if there are 
that many survivors) have descended 
the ground, Znimec pulls down the 
lever, causing the leopard statue above 
to roll back over the trapdoor and lock 
into place. It cannot be rolled back from 
below unless o knf*rk spell first unlocks 
U If the lever in the alcove is pushed 
hack up. the leopard sintue rolls dw*cy 
from the trapd<K>r 

When the lever is pulled down, the 
secret doors all swing open and 22 tuy- 
ew'eras shuffte out to attack with tlu*ir 
heavy machetes i Dmg 2-7 ). 

Zatmec stays out of melee and use.*< 
his spells and magical items to attack 
the If Zatmec is reduced to 15 hp 

or less and survives, he calls in dvspera 
tinn to Kn^hak for aid. His call is un 


26 Issue No. 22 





THE LEOPARD MEN 


swere<l (even a siUncf spell cannot stop 
UL but at a high price. Since he has 
failed, Zatmec is killed instantly and 
his tuyeweras crumble into duat. One 
round after the call, a spirit leopard 
appears in Zatmec's alcove. This is a 
personal servant of Kazhak. who hails 
from an alternate Prime Materia) 
plane. Since the spirit leopard is a crea* 
ture of a Prime Materia) plane, it can- 
not be turned by clerics. The spirit 
leopard will try to destroy the PCs. If it 
is slain, the spirit leopard vanishes and 
returns to its home world. 

The spirit leopard looks like a leopard 
but is larger than a cave bear. Its eyes 
sparkle with intelligence, and its upper 
fangs are long like those of a sabertooth 
cat. he claws are very long and cannot 
be completely sheathed. 

The spirit leopard has several sp^ial 
abilities. Its leaping ability allows it to 
move anywhere in the room in only 
seconds. Due to its size, it can attack 
three different opponents at once if they 
are to its front or sides. Once every five 
rounds, it can direct a blasting roar at 
one opponent, who must pass a wisdom 
check on ld20 or else be stunned and 
helpless for three rounds. The spirit 
leopard has 120' infravision and can 
detect invi$ibU objects at will. 

The spirit leopard s most deadly at- 
tack is its bile. On a natural to-hit roll 
of 18 or 19. the bite does double dam* 
age. and the opponent will be held fast 
in the mouth. The spirit leopard auto- 
matically does normal bite damage to 
the held victim every round thereafter. 
On a natural to-hit roll of 20, all of the 
above occurs, and the victim is drained 
of one level of experience in the first 
round of biting. 

The spirit leopard has a number of 
spell- 1 ike pow*ers that can be cast one 
per round: dispel mogic, fear (as a wand 
of fear), suggestion, darkness IS' radius 

Spirit leopard: AC -2; MV 18; HD 
15: hp 86; THACO 5; #AT 3 (claw/claw/ 
bite); Dmg ld6 +4/ld6 +4/6d4; SA 
spells, bite; SD +2 or better weapon to 
hit, 30^ magic resistance, immune to 
charm and hold spells; ML 20; AL N£. 
This is a new monster created for this 
adventure. 

The bulk of the treasure is elephant 
tusks, many yellowed and broken with 
age. The valuable ones include: 12 
worth 600 gp each, 22 worth 500 gp 
each. 30 worth 400 gp each. 54 worth 
300 gp each. 48 worth 200 gp each. 40 
worth 100 gp each. Ivory has a w*eight 


m pounds equal to one-quarter its gold- 
piece value. 

There are eight kegs of spices. Three 
have spoiled, but the others are worth 50 
gp each. A small cedar box (worth 10 gp» 
holds 10 sticks of incense (worth 20 gp 
each). There are two bolts of cloth stolen 
from a caravan (worth 40 gp each). 

Eight vases of native make stand out 
of the pile. Each is filled with 4dl00 
*400 gold nuggets (worth 5 gp each). 
Four large woven baskets are each 
filled with 4dl00 * 300 uncut gems 
(worth 10 gp each). 

One of the large boxes is filled with 
native jewelry. There are 40 pieces of 
ivory and silver (worth 500 gp each), 
nine necklaces of silver and gems 
(wOTth 1,000 gp each), a pair of gold 
armbands (w^orth 300 gp each), and 34 
large hoop earrings (worth 20 gp each). 

The other box is filled with a variety of 
objects taken from the few adventurers 
who penetrated this far into the swamp. 
The PCs will quickly recognize that 
these items were made m their own 
culture. There are 560 402 sp. 1 10 cp. 

30 gold rings (one is a ring of water u'oM- 
mg; the others are worth 10 gp each ). 
two tinderboxes, three silver mirrors.* 
four flasks of oil, two sets of thief picks, a 
dozen assorted holy symbols, two potions 
ianmal control, su'eet water}, a periapt of 
health . and a u*and of defoliation (five 
charges) in a wooden case. 

Mixed in with the treasure pile are 
many weapons and armor pieces: 
swords, daggers, shields, spears, hel- 
mets, etc. Assume that 1-3 of any 
weapon or armor type can be found, but 
there is only a 25^ chance that it is 
usable. Rust and dents have ruined 
most items. 

There are a few' magical items among 
the other items These include: a long 
sword */, "^4 vs. repliies; a javelin of 
lightning; an ehxir of health; a potion of 
vitality: a scroll of protection from 
plants; two clerical scrolls (cure disease, 
restoration}; three wizard scrolls istorte 
shape, fear, passwall}. 

Concluding the Adventure 

After the Leopard Men are defeated, the 
PCs will be faced with trying to trans- 
port a huge pile of treasure. The DM 
must carefully enforce encumbrance 
limits by keeping track of what is being 
carried by each PC and in each canoe. 
The PCs obviously cannot remove all 
the treasure at one time, and the DM 


may decide that tribesmen or other 
adventurers make off with whatever is 
lefl behind. And who knows what the 
PCs will encounter on the way back to 
Fort Thunder! 

If the PCs kill the spirit leopard sent 
by Kazhak. the DM may set up some 
type of reprisal: numerous encounters 
with leopards on the journey home, an 
encounter with another ^bigger) spirit 
leopard in the future, or even the open- 
ing of a gate to the deity's home world 
90 that Kazhak can have his own min- 
ion« dcol with the characters. 

Not all the Leopard Men are at the 
temple. All surviving off-island patrols 
will return and discover their brethren^ 
defeat, filling them with a desire for 
revenge. Thirty 4th-level and three 6th- 
level monks (unless their numbers were 
reduced by the PCs) will use their spy 
network to find out where the PCs came 
from and plan an attack. Entering Fort 
Thunder at night, these monks ambush 
the PCs at the inn where they are 
lodged They might bring their leop- 
ard.s. too. Details are left to the DM. 

If the PCs do not eliminate one or 
more of the Leopard Men leaders (Zat- 
mec. Adammuz, Tbiico. Kilero), theae 
will join up with the followers returning 
from patrols. This small force will assas- 
sinate many native leaders in an at- 
tempt to revive the Leopard Men's 
control and power. Nanga. the native 
chief introduced at the beginning of the 
adventure. w*ill be among those tar- 
geted. Following this, they will attempt 
to slay the PCs. though they will use 
great caution in doing so. 

If they have enough experience points 
to rise a level, the PCs can receive 
training in Fort Thunder at the usual 
fees. 

Although Gaiter promised to pay for 
any clerical services required, there is a 
limit on what is available. All clerics in 
the fort are unwilling or unable to cast 
any spell higher than 6th level for pay. 
Thus, cure wounds, heal, and raise dead 
spells are available, but not restoration 
or any other seventh-level spell. 


continual or 3& 


DUNGEON 27 





TOMB IT MAY 
CONCERN 

BY RANDY MAXWdl 

You don’t know where— 
or what— you are. 

A/twork Dv loo OtooeoKcrt 


Randy says (hat the antagonist in this 
moduU was inspired by a Henry Vaughn 
poem entitled **The World** Of porticu- 
lor interest is the third stansa' 

The dorksome ttote$man. hung with weights 
and woe. 

LJte a thick midnight moved there so 
stow. 

He did not stay, nor go: 

Condemning thoughts— like scd eclipses— 
scowl 

Upon his soul. 

And clouds of crying Witnesses without 
Pursued him with one ihout. 

Yet digged the mote, and lest Au ways be 
found, 

\hhrked under ground. 

Where he did clutch hu prey (But one did see 
That poluy); 

Churches and oUor$ fed Aim,* perjuries 
Wfrf gnats and flies: 

It rained about him blood and tears; but he 
Drank them as free 

"Ibmb It May Concern" ib an AD&D* 
adventure for one DM and one player, 
involving a single paladin of 4th to 6th 
level. This module is designed as a 
paladm'i quest for his war horse and 
assumes thst the paladin makes this 
journey alone. The DM may turn the 
tables on the PC and have the war 
horse "call" the paladin (see 'The 
Dreama" section). With a little work by 
the DM. the module may be used as an 
adventure for a guested or geased PC 
other than a paladin. The OM may 
prefer to change the module to suit a 
party of 4>6 characters of 1st and 2nd 
level. The tomb may be placed under 
any sylvan glade or forest wilderness. 

As always, any names or places men- 
tioned in the adventure can be changed 
to suit the DM s own campaign. 

For this scenario, the paladin PC is 
suffering from amnesia and should be 
portrayed as a nghter rather than a 
paladm. The player may be let in on the 
fact that his paladin has amnesia, or he 
may be asked to play a ‘new" character 
for one session, lliis "new" charscter 
has the same statistics and ability 
scores as the paladin but does not re- 
member any of his special abilities, 
such as turning undead (see "Role- 
Playing Amnesia" for instructions con- 
cerning special abilities). The PC 
believes himself to be a normal fighter 
of the same level as the paladin and will 
act accordingly, but should catch on 
quickly to the deception. 


28 Issue No 22 



T0M9 IT MAY CONCERN 


For the Dungeon Master 

Th# PC Has Amnesia cauaed by a blow 
to the head. He remembers only his 
name and that he ia a fighting man of 
some sort He does not remember that 
he ia a paladin. Although the PC atill 
retains all benefits and abilities of pala- 
dinhood. he nay not remember to use 
them. He doea remember how to uae his 
gear and equipment, and he realixea he 
ia in a dungeon of some sort. He does 
not remember where he ia, how he came 
to be there, or why he it there. He en* 
gagea m combat at hit preaent level 
<i.e.. 8 5th level paladin attacks and 
savea at 5th level). Juat aa the paladin 
does not forget how to talk. walk. read, 
and write (if he knew how to do these 
things to begin with), he doesn't forget 
how to uae hia weapons or armor. The 
paladin also remembers how to uae 
most magical items. However, a mem* 
ory roll <aee "DMing Amnesia") is re- 
quired for any magical item that 
functions by a command word. The 
paladin haa a 15^ chance per item of 
remembering its command word (roll 
once only per item). 

The PC awakens in area I of the tomb 
complex, and his adventure begins 
there. The DM should carefully note 
what aorta of things the PC can and 
cannot know at first, and how the PC 
may eventually find what he needs. 

Role*Playing Amnesia 

Amnesia is a complex affliction. It 
leaves the victim in a strange nether- 
world where bits and pieces of memories 
form no coherent whole. It ia important 
to remember that one memory does not 
neceaaarily lead to another, but in some 
cases one memory may trigger another 
related or unrelated memory. A victim 
of amnesia may remember his wife but 
not his parents or children. He may 
remem^r hia home in minute detail 
but not what town it is in or what street 
it is on. 

The player should keep in mind that 
hia character may remember that he 
can detect evil but not that he can turn 
undead. etc. However, there ia a per- 
centage chance (given with the DM's 
information) that the paladin will re* 
member a given ability or information 
about hia adventure each time he 
encounters a situation where the ability 
could be used or the information is 
appropriate. Thus, each time he encoun- 
ters undead, the paladin haa a nagging 


feeling that he knows something impor- 
tant but juat can't remember what it ia. 
The paladin retains all automatic spe- 
cial abilities, aucK aa hia 2 on all 
saving throws, immunity to disease, 
and aura of protection but is not con 
scious of them. When role-playing an 
amnesiac, remember to keep player 
information aeparate from character 
information. 

DMing Amnesia 

The PC ia in the middle of an adventure 
when this module begins, but because of 
his amnesia he does not remember how 
it all came about. The DM will relate 
the information given under various 
headings ("The Dreams" ‘The Winter 
Glade Ible " etc.) as the paladin remem- 
bers them. The text instructs the DM to 
make s "memory roll * on IdlOO to see 
if the paladin does or doea not remem- 
ber a given detail. If the paladm re- 
members an ability or piece of 
information, he may use his knowledge 
immediately and no further memory 
rolls need be made for that ability or 
piece of information. If he does not re- 
member. he is unable to uae the ability 
or information at that time Even if the 
paladin remembers he can heal by lay- 
ing on hands, he cannot cure his amne- 
sia this way. Time will eventually cure 
the paladin's amnesia, but for magical 
healing treat amneais the same as a 
forget spell. 

Equipment Carried 

The PC is wearing and carrying his 
normal clothing, weapons, and armor. 
Unless his weapons or armor have some 
magical quality, he haa no magical 
items with him. He carries a bullseye 
lantern on hia belt and the following 
items in hia backpack: six torches, two 
flasks of lamp oil, a tinderbox. a small 
hammer. 10 iron pitons. 50' of rope, one 
vial of holy water, a large sack, and food 
and water t<x 48 hours. This list may be 
adjusted by the DM to suit his particu- 
lar campaign needs or to include equip- 
ment that the adventuring PC normally 
carries. 

What Haa Gone Before 

The following events have already hap- 
pened to the PC and are given in chron 
ological order. There la no guarantee, 
however, that the PC will remember 
them in this order; it is more likely that 


he will recall them in a garbled or jum- 
bled sequence. 

The Dreama. The paUdin has been 
troubled by a recurrent dream in which 
he struggled through a winlerscape, a 
blustery wind blowing wet snow in his 
face, and great bare trees reaching out 
as if beseeching him for help. The most 
troubling part of the dream was the 
hoofbeata. As the paladin struggled 
through the icy scene, he heard the 
sound of hoofbeals growing louder and 
louder until they were suddenly right 
behind him. In the dream, he turned 
and looked but behind him was neither 
an animal nor its tracks, just the 
endless unbroken line of his own heavy 
bootprints in the snow. At that point 
the paladin always woke. 

The paladin had virtually the same 
dream three times, but the third dream 
ended differently. When he turned to 
see what was behind him, he saw a 
scroll and a piece of jewelry in the snow. 
As he unrolled the scroll, its gold letters 
disappeared aa fast as he could read the 
words. When he was through, he held 
nothing but a blank sheet of vellum as 
white as the falling snow. He then 
looked down at the jewelry, but it was 
slowly being covered by the falling snow 
and he couldn't quite make out what it 
was. As he bent down to retrieve the 
object from the anow, he woke. 

The PC doean't know what the piece 
of jewelry was, but he may remember 
the poem on the acrollr 
Viinter GUuU. (he coU'i desire. 

So uormth of sun nor heat of fire. 

/n tunnel dark or chamber deep. 

Break frozen heart, end winter sleep. 
The Sage: The paladin consulted a 
sage about his dreams and asked what 
the poem might mean. The sage could 
tell him only that bis dreams had some- 
thing to do with his war horse, whom 
the paladin haa not yet called. The sage 
located Winter Glade on a map and told 
the paladin the tale behind the name. 

The Winter Glade Tale: Long ago. in 
the Year of the Owl. there lived a wiz- 
ard named Sollera Vestitus. The wizard 
settled in the sylvan woodlands and 
befriended all creatures of the glades 
and groves. He lived as one among them 
and did no harm to trees or woodland 
beings. 

After a time, though, the wizard 
slowly changed Some say he was placed 
under a curse by an evil sorcerer; others 
claim he was evil to begin with and 


DUNGEON 29 




merely bidded bis time earning trust 
and good will until his plans were ripe. 
Whatever the reason, instead of living 
among the woodland creatures, he at- 
tempt^ to rule over them. He built 
himself an underground fortress and 
proclaimed himself the Sylvan Warlord, 
claiming ownership of the forest and 
absolute rule of its denizens. The wood* 
land creatures turned against him and 
attempted to drive him from the forest. 

In the warfare that followed, the wi 2 * 
ard could not break the siege on his lair, 
and the sylvan armies could not breach 
the lair's defenses. In the end. the des- 
perate wiaard placed a curse of everlast- 
ing winter upon the glade surrounding 
his home. No matter how bright the 
spring or hot the summer day. winter 
never releases its icy grip from this 
cursed area. The prolonged winter even- 
tually broke the siege, sending the 
attacking brownies, centaurs, and sa- 
tyrs scurrying for shelter in warmer 
areas of the forest. No one knows what 
became ofSollera; he was never seen 
leaving the forest, and it was assumed 
he died in his underground fortress, 
perhaps a victim of his own curse. The 
area is now avoided by everyone and 


everything, and it bears the name 
Winter Glade. 

The Search. With the sage's interpre- 
tation of his dreams and the clue from 
the poem, the paladin rode off lo And 
Winter Glade and his war horse. After 
scouring the area, he found the en- 
trance to the mage's old labyrinth. As 
his war horse was obviously not in the 
area, the paladin entered the dungeon 
hoping to find some clue as to what he 
was looking for. The rest of his story is 
continued in the description of area 1 in 
the following section. 

The Tomb of the Sylvan Worlord 

Most of Sollers Vestitus's lair collapsed 
long ago. What remains is guarded by 
the undead he created for his war with 
the sylvan creatures, now 200 years 
past. The entire complex is musty, 
dusty, dirty, and dingy. The ceilings 
throughout the tomb are 12' high. Un* 
less otherwise noted, doors open without 
difficulty and require no strength -based 
open*doors roll. 

1. Entrance Hall. The paladin 
awakens lying on his back near the 


center of the northern wall of this room. 
His torch still burns nearby. 

Upon entering this area, the paladin 
triggered an explosive gas trap (it can- 
not be triggered again) that blew him 
hard into the wall head first, knocking 
him unconscious for a few seconds and 
causing the amnesia. The DM may also 
deduct 1*2 hp damage from the pala- 
din's total, but the FC should begin the 
adventure relatively unharmed. 

When he awakens, the PC remembers 
enuring this room and can recall the 
poem on the scroll in his dream. It runs 
through his head over and over, but he 
does not know its significance. 

The paladin may remember additional 
informstion without knowing how he 
came by it. He has a 10^ chance fat the 
start) of remembering the following (roll 
percentile dice for each); 

--that he can turn undoad 
»that he can heal by laying on hands 
«-that he can detect the presence of 
evil intent 
—the dreams 
—the sage 

»the Winter Glade tale 
All else is yet too distant and hazy to be 
remember^. 


30 Issue No. 22 








TOMB IT MAY CONCERN 


The room iteelf was once an assembly 
area near the entrance to the Sylvan 
Warlord's lair. It is now juat a large, 
dusty, empty room. The explosion col* 
lapsed the entrance tunnel in the west- 
ern wall and knocked a hole in the roof, 
[f the PC attempts to dig his way out 
through the rubble of the entrance 
tunnel, he will see almost instantly that 
It is impossible. Without matenal to use 
for shoring up the roof and walls, dirt 
and rock fall into the tunnel ae fast as 
they are removed. If the paladin finds 
material for shoring up the tunnel, it 
will take him ldI2 * 12 hours to dig his 
way out. 

jyie hole in the roof is 12' overhead 
and impossible to reach without a lad> 
der. Even if the paladin fashions a grap* 
pling hook out of materials in the 
dungeon, he has no luck in using it to 
get out. If the PC attempts to use a 
grappling hook, roll ld6 and consult the 
following results: 

1-2: The grapple misses the hole and 
falls back into (he room. 

34: The hook goes through the hole, 
doesn't cotch on anything, and falls 
back into the room when the rope is 
pulled. 

5-6: The grapple hooks on something. 
When the paladin puts his weight on 
the rope, it pulls free and falls back into 
the room, bringing down a shower of 
rubble from the ceiling that does 14 hp 
damage to anyone standing below. 

If all the paladin wants to do is get 
out. he can escape by building a large 
mound beneath the hole in the roof 
using the dirt and rock from the col- 
lapsed tunnel. It will take ldl2+24 
hours of hard labor to build a mound 
high enough to reach the hole. 

2. Alcoves. This is nothing but a 
wide, long hallw*ay. The eastern wall 
contains 12 curtained alcoves that once 
housed statues of sylvan creatures. Now 
each alcove holds the animated skeleton 
of a brow'nie. 

Brow*nie skeletons ( 12): AC 3; MV 
12: HD 1; hp4 each: THACO 19; iA7 1: 
Dmg 1*3 (old dagger); SD edged weapons 
do only half damage, immune to s/eep. 
charm, hoid, and cold-based spells: ML 
special; AL N; MC (skeleton); each does 
t-3 hp damage with any weapon used. 
Brownie skeletons have a higher armor 
class than normal skeletons because 
they are a much smaller target (only 
I'^'tallh in combat, a normal-size hu- 
man or demi-human can only kick or 


strike down at them. They arc turned as 
normal skeletons. 

When confronted vs ith them, the pala- 
din has a 25^ chance of remembering 
he can turn undead. If the puladin takes 
1 hp or more in damage from the skcle 
ions, he has a 25Q chance of remember- 
ing he can heal by laying on hands. 

'These skeletons attack only in self 
defense or if someone moves dow*n this 
hallway farther than 30’ from the door 
to area 1. Once one skeleton is sttocked 
or begins attacking, all the brownie 
skeletons attack. These skeletons guard 
area 2 only and will not pursue the PC 
Into any other area. 

3. Collapsed Area. The entire east- 
ern end of this long dusty corridor is 
blocked by rubble where the roof has 
collapsed. This was once the mam hall- 
way that led to the center of the com- 
plex. but most of the hallway's ceiling, 
as well as the roof of the main area, 
collapsed long ago. If the PC survives 
this adventure and returns here with an 
army of laborers, he could eventually 
unearth the barracks, dining halls, 
kitchen, larders, latrines, and storage 
areas of the complex but would discover 
nothing of value. The hallway is 
guarded by eight centaur skeletons. 

Centaur skeletons (8); AC 7; MV 18; 
HD 2; hp9: THACO 19; #AT2: Dmg 16/ 
1-6; SD edged weapons do only half 
damage, immune to sieep, charm, hold, 
and cold-based spells. ML special; AL N: 
MC (skeleton i. 

Centaur skeletons move faster than 
normal skeletons and. due to their curi- 
ous mix of animal and humanoid bone 
structures, are more powerful (2 HD) as 
well. A centaur skeleton is turned as if 
it were a zombie. These monsters are 
able to attack twice per round, striking 
w*ith their bony hooves. 

When first confronted with the cen- 
taur skeletons, the paladin has a 35^ 
chance of remembering he can turn 
undead. If the paladin takes any dam- 
age in combat with them, he has a 35^ 
chance of remembering his healing 
ability. 

The centaur skeletons immediately 
attack anyone entering area 3. They 
will pursue the PC only as far as areas 
1 and 2. The centaur skeletons will not 
follow into area 4. If the PC evades the 
centaur skeletons by going into area 4, 
the skeletons remain in area 2 for 1-8 
hours before returning to area 3. 

Apparently, the paladin is not the first 


adventurer to enter the tomb. Lying 
face down in the center of the hallway 
are the moldenng remains of a halDing 
corpse, and against the northern wall is 
another decaying corpse. If the halfling 
corpse is examined, nothing of any 
interest is found. If the corpfie by the 
northern wall is examined, the paladin 
discovers that this dead dwarf has a 
pouch containing 25 gp in mixed coins 
and a small silver disk with the dwarfs 
name and address. Ynvar Swergheim of 
Mirabar etched in both the common 
tongue and in dwerven runes. Still in 
the dwarfs skeletal hand is a rune- 
inscribed Aon (f are 

The runes say that the axe is a 
Sw'ergheim family heirloom and declare 
that anyone caught carrying it without 
permission will be in fora light. If he 
sun ives this dungeon, the paladin 
should certainly attempi to return the 
pouch and axe to the Swergheim family. 
The paladin need not personally deliver 
the dwarfs belongings to his family; 
they may be sent by messenger with a 
short note as to how the paladin came 
by them. If the paladin does so, he will 
receive 500 gp as a reward from the 
Swergheim family in Mirabar. 

4. Meeting Hall. This was once a 
well-appointed meeting and council 
chamber. It now contains the rotting 
remnants of silk and satin sofas and 
chairs. The eastern wall of the room is 
covered by a large, heavy tapestrv'. This 
room is guarded by six satyr zombies 
that immediately attack anyone enter- 
ing the chamber. 

Satyr zombies (6): AC 8: MV 9; HD 2: 
hp 9 each: THACO 19: #AT 1; Dmg 2-8; 
SO immune to sleep, charm, hold, and 
cold-based spells: ML special; AL N; MC 
(zombie, common). Satyr zombies are 
slightly faster than normal zombies 
because they were fast when they were 
alive. The zombies attack using their 
horns, but like normal zombies they 
attack lost in each round. However, 
because of their curious humanoid and 
animal mixture, they are more difficult 
to control and are turned as ghouls. 

When first confronted with the satyr 
zombies, the paladin has a 35^ chance 
of remembering he can turn undead. If 
he takes any damage from the satyr 
zombies, he has a 35^ chance of remem- 
bering his healing ability. 

The tapestry on the eastern wall is old 
and black with age. making it impos- 
sible tc tell what it once depicted. If the 


DUNGEON 31 





TOMB IT MAY CONCERN 


PC moves the tapestry to look behind, 
the fabric collapses, entrulfing the PC. 
This causes no damage, but entangles 
the PC in the heavy tapestry for ld4 
rounds before he can work himself free. 
During this entanglement, the PC suf- 
fers a *2 penalty to his to-hit and dam- 
age rolls b^ause of the encumbering 
tapestry. Anyone attacking the PC gets 
a *^4 bonus on to-hit rolls because the 
paladin is unable to defend himself 
properly 

The collapse of the tapestry (or some 
other form of detection) reveals a con- 
cealed door that leads to area 5. 

6. Storage. This was once a storage 
room for the laboratory (area 6). It con- 
tains shelves and cabinets filled with all 
sorts of pots, vials, and containers. 

Many of the containers are either 
empty; the once -dangerous and expen- 
sive alchemical contents of many others 
have been rendered inert and harmless 
by time and long exposure to the stale 
air of the room. 

However, if a collection of 12 stop- 
pered jugs in the northwest comer is 
carefully examined, the PC will find 
three jugs containing a powerful and 
still-potent acid. The paladin can use 
these acid-filled jugs as grenadelike 
missiles against Sollers (aee area 8) or 
other creatures in the tomb (consult the 
AD&D 2nd Edition Dungeon Master's 
Guide, pages 62*63 and Able 45: 
Grenade- Like Missile Effects, page 63) 
The old jugs holding the acid will break 
immediately upon hitting something 
and do not require an item saving 
throw 

6. Laboratory. This large room is 
filled with all manner of laboratory 
equipment: beakers, funnels, hammers, 
kettles, mortar and pestle, scales, test 
tubes, tongs, tweezers, vials, and many 
alchemical devices and other apparatus 
of arcane usage. The room contains 
several tables and workbenches that, 
while rather old and rickety, can be 
fashioned into a ladder for exiting the 
crypt through the hole in the ceiling of 
area 1 or used as digging tools and 
shoring for clearing the entrance 
tunnel. 

On a table near the northern wall is a 
large stack of books and papers. If the 
paladin examines this stack, he will not 
be able to understand everything but 
will realise that some of the papers and 
books are instructions and formulas for 


a mage's transformation into a lich. If 
the paladin destroys the papers and 
books, he receives 200 xp for the deed. 
However, these items would be of of 
interest to those of evil alignment, so 
they may be kept and sold for 200 gp. If 
the paladin does so, deduct 200 xp from 
his total. The stacks of books and papers 
also stirs memories in the paladin. 
While examining the stacks, he has a 
50% chance of remembering the sage. 

7. Armory. This was once the lair’s 
armory but now* holds little more than 
dust now. There are several wooden 
racks used for neatly stacking spears 
and swords, but these hold only three 
wooden spear shafts without spear- 
heads. The door in the northern wall 
opens on a collapsed tunnel. If the PC 
attempts to dig through the rock and 
earth blocking the tunnel, he will need 
something to shore up the walls and 
ceiling. If the PC digs steadily north- 
ward for ld6 * 12 turns, he will break 
through to area 3. The racks and spear 
shafts can be used to construct a make- 
shift ladder for exiting the tomb 
through the hole in the ceiling of area 1 
or used as digging tools and shoring for 
clearing the entrance tunnel or a tunnel 
between area 7 and area 3. 

8. l^mb. The once-rich furnishings in 
this large chamber are now crumbling 
slowly to dust. Rotting tapestries hang 
on all four walls. The tapestry' in the 
middle of the northern wall conceals the 
door to the treasury larea 9). 

At the eastern end of the room is 
Sollers Vestitus. He sits on a rickety 
wooden throne that rests on a dais of 
rough-hewn granite. He is a curious 
mixture of the pathetic and the danger- 
ous. Lord of nothing, ruler of naught. 
Sollers is a victim of his own arrogant 
mistakes. He attempted lichdom ^fore 
he was sufficiently powerful to create 
such a crossing between life and unlife. 
His eyes glow with a pale hateful light 
as he sits in a condition he brought 
upon himself. He has turned himself 
into a ju'ju zombie. 

Semilichdom. Any wizard may at- 
tempt to become a lich at any time. 

Even low-level wizards have been 
known to try. Whether in terror of death 
or in some mistaken belief that they 
held the key to the process, those who 
attempt lichdom without sufficient 
power are doomed. The lucky ones die 
in the process. The unlucky ones cross 


the boundary into undeath, arriving on 
the other side with much less power 
than a lich. 

The term "semilich*’ is really a mis- 
nomer and applies only to wizards who 
attempt lichdom but succeed in achiev. 
ing only a lower undead status. The 
term has nothing to do with the relative 
power of these creatures. These self- 
made undead generally appear in a 
wide range of forms including coffer 
corpses, ghouls, shadows, mindless 
zombies, and hate-filled ju-ju zombies. 
Because of the many variables involved 
in the lich -creation process (the race and 
power of the wizard attempting lich- 
dom. and any mc^r or minor mistakes 
made in the arcane magicks and conju- 
rations involved), the unlucky wizard 
may find himself as almost any form of 
undead other than a lich. 

Sollers Vestitus (ju-ju zombieh AC €; 
MV 9; HD 3+ 12; hp 25: THACO 17; #AT 
1; Dmg 3-12; SA attacks as 6-HD mon- 
ster; SD ^ I or better weapon to hit; 
immune to sleep, charm, hold, and cold- 
based spells; half damage from fire- 
based attacks and blunt weapons; 
turned as spectre: ML 13 (self-controlled); 
AL NE; MC (zombie, ju-ju) 

Sollers still retains average intelli- 
gence and is. therefore, more intelligent 
than a normal ju-ju zombie. However, he 
can no longer cast spells. Sollers has a 
belt pouch containing seven keys: a 
large gold one worth 10 gp and six 
small silver ones worth 1 gp each. The 
gold key unlocks the door to the trea- 
sury (area 9) and the six silver ones 
unlock the chests therein. 

Sellers is aware of the PC from the 
explosion caused in area 1 but waits 
here to see if the person daring to enter 
his lair ie a worthy opponent. The unfor- 
tunate opponent proves hU worthiness 
by passing the undead guards and find- 
ing his way to this tomb, where Sellers 
has kept himself for the last 200 years. 
He broods on his failures, on his hatred 
for living things, and on his revenge 
should he ever be disturbed. 

Once the PC enters this room. Sollers 
attacks unceasingly and pursues until 
either he or the K is dead. However. 
Sollers will not leave the tomb complex. 

If he knows or is aware that the PC 
cannot escape the tomb, he will be in no 
hurry to kill the paladin but will at- 
tempt to prolong the "fun.” 

Sellers is evil and is affected by a 
paladin's aura of protection. Upon first 
meeting Sollers. the paladin has a 75% 


32 Issue No. 22 





TOMB IT MAY CONCERN 



chance (roll separately for each> of re- 
membering hift dreams, the sage, the 
Winter Glade tale, and his abilily to 
turn undoad. If he takes any damage in 
combat with SoUers. he has a 
chance of remembering he can heal by 
laying on hands. 

The door to the male leading to area 9 
IS concealed by a tapeaty. It otherwise 
appears to be a normal door, though it 
requires a strength -based open-doors 
roll to urvam. 

9. Treasury. This small bare room is 
at the end of a winding maze of corn- 
dors. Its locked wooden door w’lll take 
10 hp m damage before being knocked 
from its hinges or before the lock gives 
away. If the paladin has not recovered 
the key from Sollers. he will have to 
batter the door open. 

Bugbear zombie: AC 6; MV 9; HO 6: 
hp 2G;THAC0 15;#AT I; Dmg4-16;SD 
blunt weapons do only half damage; 
immune to sleep, charm, hold, death 
magic, and cold-based spells; ML spe- 
cial; AL N; MC (zombie, monster). 

This horrible creature w as set to 
guard Sellers treasure before he at- 
tempted lichdom. It waits patiently 
while the door is being battered down or 
opened with the key but immediately 
attacks anyone other than Sellers who 
enters the room. In combat, the thing 
will not pursue an intruder beyond area 
6- The monster zombie can be turned as 
if it were a ghast. 

Upon first meeting the creature, the 
paladin has a 50^ chance of remember- 
ing he can turn undoad. If the PC takes 
any damage from the monster zombie, 
he has a 50^ chance of remembering 
hia healing ability. 

Sollers's treasury was never huge to 
begin with, and U w*&5 greatly depleted 
by his conflict with the woodland crea- 
tures and by the purchase of the neces- 
sary ingredients and devices for the 
lich-creation process. The remnant of 
his treasure is arranged in six chests 
along the western wall. The chests arc 
untrapped, but each is locked and will 
take 4 hp damage to open. Unless the 
PC has obtained the keys from Sollers. 
the PC will have to batter them open. 

The first chest contains only mixed 
coins, mostly silver and electrum pieces, 
worth l.OOO gp total. 

In second chest are 10 vials of unholy 
water. The paladin should get experi- 
ence points equal to the gold-piece cost 
of these items if he consciously destroys 


them. The glass is fragile, and if the PC 
has battered open the cheat. I 10 viala 
will be broken by the battering (the PC 
gets no experience points for destroying 
them accidentally). 

The third chest contains three potions: 
oi7 of fumhlinf(, a potion of levitation 
(the PC may use this potion to escape 
through the hole in the roof of area U. 
and a potion of healing. Each potion is 
in a small stoppered jug. There is a 
chance that battering the chest open 
has broken the potion containers (roll a 
6^ chance for each potion) 

Chest four contains jewelry: a neck- 
lace worth 150 gp. four rings worth 90 
gp each. tw*o brooches w*orth 50 gp each, 
and an equus (see description at end of 
adventure to determine type and de 
scriptioni. Immediately after discover- 
ing the equus, the PC remembers that 
he is a paladin and is aware of all spe- 
cial abilities appropriate to paladinhood 
(no roll necessary if he has not remem- 
bered them already. Ho also rememherH 
his dreams and recognizes the equus as 
the piece of jewelry lying in the snow of 
the third dream. The paladin has a 50^ 
chance of remembering each of the 
following events: the sage, the Winter 


Glade tale, and the search. 

Whether he has colled for his war 
horse or not. the paladin recognizes the 
equus for what it is: his war horse. He 
knows, by divine enlightenment or 
simple intuitive insight, that this magi- 
cal Item belongs to him. He will not 
automatically know w*hat it does or 
what its command word is. but he wnll 
know that the piece of jewelry is his by 
right of that mysterious bond between 
paladin and w*ar horse. Every paladin 
knows well that there arc no guaran- 
tees With fate: he may die or the war 
horse may be deatroyed before he finds 
the creature. Only the gods know how a 
particular creature is fated to he a par- 
ticular paladin s war horse. It is there- 
after up to the paladin to find the 
creature, wnn it. and protect it from 
harm. 

Chest five holds a cr>*stal shard called 
SoHera's Heart. If the paladin finds 
Sollers s Heart, he has a TS'V chance of 
remembering the Winter Glade tale and 
the sage (roll separately for each). The 
Heart is actually a heart-shaped piece of 
crystal, cut and poli.shed in such a w*ay 

< font i tkUPS 35 » 


DUNGEON 33 



TOMB IT MAY CONCERN 


Equuii 

I 

An equu$ it t mt^cal piece oT jewelry cbtt, 

I upon eommtnd, poiymcrpks into tome form 
! ofbeutorburdcn.Tb« word *'e^uui" (plu- 
ral *'equi’*> comet from an ancient language 
and hu no literal translation in the com- 
mon longue. The eloaeat tranilation ta 
^'beaat of burden" or "hom" but the word 
COB be applied to anything that if uaed like 
a home. 11iu». an actual home, mule, worg, 
camel, dogtled team, nightmare, or any 
. other creature that can be ridden, uaed to 
I pull a load, or carry goods can be termed an 
, fquu*. S^ui come io many different vari- 
etiee, with the moat common listed below. 

While 809 of eptii are either good or 
neutrally aligned, 20^ polymorph into evil 
creatures such sa nightmares, worgs. and 
giant spiders. It is said that the death 
kught Shan Nikkoieth once poaaeaaed an 
e^siu that pofymcrphtd into gorgon form. 

Jewelry List 

The DM may choose the type of jewelry 
meet af^ropriste for the or ran- 
! domly using Idd. All jewo try forma of #9u<M 
I are worth 101*200 ildlOO’*’ 100) gp in value. 

Once the command word is ^Ndcen. it lakes 
I one round for the piece of jewelry to change 
I into the creature or for the creature to 
I change back iota jewelry. The duration of 
I the polymorph u unlinuted. but while id 
I creature fnm the rquta ages as if it ware a 
normal creature Therefore, the equuM may 
grow old and die as any mortal creature. 
Should this happen, it immediately inverts 
to iU jewelry form and Iotas ail magical 
propertie*. tf damaged or deeuoyod in 
jewelry form, ail magic it lost and the rquun 
forever caases to function. 

1: Brooch. This item is s simple copper or 
silver brooch in tho shape of the creature it 
polymorphs into. The command word is 
; engraved on the reverse of the brooc h . It 
' caa be pinned to a garment as decoration or 
, used SB s clasp for a cloak or cape. 

2: Medallion. This is a large copper disk 
I with an engravi&g of the creature it po/w 
' morphs into on one side and the commaod 
I word etebod on the other. 

3: Coin. This large silver or gold coin is 
always broader and thicker than a standard 
silver or gold piece. One face is stamped 
with the command word for the item and 
the other with the creature it turns into 
i: Bracelet or wristband. These are 
invariably made of silver with one side 
engraved with the creature it will becoma 
and the reverse side etdied with the com- 
mand word. 


5: Pendant Thu tiny ligurine of a crea- 
ture hangs from a silver chain The pendant 
must be eiamined carefully to find the 
command word. When this word u spoken, 
the figurine polymorphs into the creature 
depicted. 

6: Earring. This item is the same as the 
pendant version but is worn through the ear 
on a wire instead of sround the nsek. 

7: Cameo. The cameo may be worn on a 
chain or pinned to a ganoeot. It is an obsid- 
ian silhouette of i creature against a tur 
^uoise background. Tho command word is 
etched on the reverse tide. 

8; Scarab. This small figurine is carved of 
either onyx or jade in the likenassof the 
creature It polymorphs into It muit be 
exanuned carefully to discover the com- 
mand word. The scarab cannot be worn on a 
chain or pinned to a garment but must be 
carried in t pocket or pouch like a com or 
gem. 

Creature List 

The DM may choose the creature fora into 
which the fquus pefymorpAe from the fol- 
lowing table. The jewelry form polymorphs 
into one type of creature only. The DM who 
prefers to roll randomly should add the roll 
of Idd to that of ldl2 and consult the table 
below. He should use only a creature he 
feels comfortable with and is sure will not 
give the PC an unfair advantage in the 
campaign Types of creatures can he added 
to Of deleted f^m the list as the DM sees 
fit. Any of the following creatures that do 
not appear ip Tkble 49 on page 78 of the 
AMD 2nd Edition Player's Handbook 
should be considered equal to a heavy horse 
in movement rate and encumbrance. 

If the equoa is slain < reduced to zero hit 
points cr less) in cresture form, the creature 
imraedistely reverts to jewelry form and 
cannot be changed into creature form again. 
Damage to the creature form of the tquus 
can be healed magically by cure woui\ds 
spells. If the creature is sllowed food and 
rest. It heals naturally at the rate of 1 hp 
per day. However, the equus cannot heal 
itself or be healed in its jewelry form. 

2: Unicom: AC 2; MV 24; HD 4 hp 28; 
THACO 15; SAT 3<hoov«s and hora>: 

Dmg -12; SA charge, ^2 to hit 

when attacking with bom, * 6 penalty 
to f^ipooenta* surprise rolls, SD teleport, 
immune to poison, charm, hold, and 
death spells; can sense approach of 
enemy at 240 yards distance; makes all 


saving throws as llth-level wiaard. ML 
16; AL CG: MC. The unicorn's intelli- 
gence is 9-12 )ld4 *8) U can be ridden 
only by female characters: if a male 
character rolls the unicorn, use the 
ultraheavy war horse (#20’ instead 
3: Giant sUr AC 7; MV 21; HD 5; hp 30; 
THACO 15; #AT ] <antlers)or 2 ihMves); 
Dmg4 16or I 4/1-4; ML 14; ALN;MM1/ | 
92. This creature's intelligence Is 4*7 ! 

(Id4+3L 

4-5: Bull: AC 7; MV 15; KD 4; hp 24; | 

THACO IS; #AT2ihorns>; Dmg 
SA charge. ML 15; AL N: MMl 12.The I 
bull bas an intelligence of 4*7 ( Id4 **‘3). I 

6-6: Superheavy war horse: AC 0; M\* t6; 
HD 4 + 4; hp 28 . THACO 16 ; SAT 3 ] 

iboovea and bite;: Dmg I -8/1 -8/1-4; $D 
30 infravision. Immunitv to all hold and 
charm spelU; .ML 16; AL NG. .MC 
ihorse). This hurse has an intelligence of 
7-12ad64 6». j 

9-13: Heavy war horse: AC 7; .MV 15; KD I 
3t-3;hp21;THAC0 17; SAT 3 (hooves 
and hitor, Dmg 1-8.1-8/1-3; .ML IS; AL S; 
MC (horse). This horse has an iDtelli- 
gence or5-8(ld4 ^4). 

14 16: Superheav'v war horse (spec! all; 
Same as above 'roll of 6-8). though it has i 
M\’ 18. s 40-lb. bonus on its carrying | 
capacity load litniU. and no infravision. | 
17-16: Camel: AC 7; MV 21; HD 3; hp 16; 
THACO 17; lAT 1 (bite). Dmg 14; SA 
spitting; ML 14; AL N; MC (animal, 
herd) This camel is of a more mellow 
disposition than his meaner cousins and 
has an iDtelligcncc of 4-7 ( ld4 * 3). 

19: Water buffalo: AC 7: MV 1$; HD 5; hp 
30; THACO 15; #AT2 'homs^. Dmg 1-ai- 
8: ML 16; AL N; MC lanimal. herd). This 
water buffalo has an intelligence of 4-7 
(ld4*»3). 

20; Ultraheavy war horse: AC 5; MV 24. 

HD 5 + 5. hp35; THACO 16; lAT 3 
(hooves and biter; Dmg 1-^1-^14; SD 
60’ infravision. immunity lo poison and 
all Hold and charm spells, MI# 16; AL 
LG; .MC (horse). This special horse can 
understand but not speak the common 
tongue and is able to use ammal friend- 
ship and pass uithout tract spells three 
times per day each, loecte animats or 
plants once per day. and u'oter uoM once 
per week. This horse has sn intelligence 
or9-16(ld8 + 8> 

XP Value: 2.000 GP Value: 8.000 I 


34 Issue No. 22 





TOMB IT MAY CONCERN 


icontinued from paso 33 j 
us to always sparkle and shine. Its 
many facets catch from any source 
and throw it back as a cold white glare. 
Throwing the crystal against the w'all. 
celling, or floor inflicts 1 hp damage to 
the Heart; edged weapons do only half 
damage, while blunt weapons inflict full 
damage. When 8 hp damage have been 
inflicted on the Heart, it shatters to a 
fine frosty powder. If Sollers's Heart 
comes in contact with unprotected skin, 
such as if picked up in a bare hand, it 
inflicts \A hp in cold damage per round 
of contact. Sellers s Heart was a key 
ingredient to the curse upon Winter 
Glade, and its destruction ends the 
curse. 

The sixth cheat contains a well* 
preserved tapestry' worth 250 gp. The 


<conlmued from p«fe 27 > 

Tuyewera 

CUMATETERRAIN: Tropical, any 
ierratn 

FREQUENCY: Uncommon 
ORGANIZATION: Barul.s 
ACTIVITY CYCLE: Anv 
DIET. Ntl 

INTELLIGENCE: Average 
TREASURE TYPE: 

ALIGNMENT: Any et’if 

NO. APPEARING: IS 
ARMOR CLASS: 8 
MOVEMENT: S 
HIT DICE: 8 
THACO: !5 

NO. OF ATTACKS: / weapon orfisl 
DAMAGE' ATTACK; By weapon type 
or 1-4 

SPECIAL ATTACKS: Steals breath, 
causes disease 

SPECIAL DEFENSES: See below 
MAGIC RESISTANCE: Standard 
SIZE: M 

MORALE: Spectol 
XP VALUE: 2.000 

The tuyewera is a horrible type of un* 
dead monster created by evil clerics in 
remote jungle villages. The cleric takes 
the corpse of a man slain by death- 
magic spells and ritually removes the 
legs at the knees. The tongue is also 
severed. The cleric then enchants the 


tapestry depicts a sylvan glade where 
many creatures frolic and play. When 
the paladin look.s at the tapestry, he has 
a 25^ chance of remembering the 
Winter Glade tale and the search (roll 
separately for eachi. 

Concluding the Adventure 

The trees and plant life of Winter Glade 
are not dead but are dormant because of 
the endless winter. If the paladin de- 
stroys Sollers's Heart, he lift.s the curse 
from Winter Glade. The glade docs not 
immediately burst into bud and flower 
but warms gradually as if undergoing a 
natural spring thaw'. Afler about one 
month, the plants and trees w ill begin 
leafing out and returning to normal. If 


the paladin fails to destroy the crystal. 
Winter Glade continues under its icy 
curse until someone finally does destroy 
Sollers's Heart. 

If the paladin escapes the tomb with- 
out destroying Sellers or recovering the 
equus, Sollers realizes what the paladin 
is aRer and keeps the magical item with 
him at all times. If the paladin returns 
alone, he may try to win the etfuus from 
Sellers. Should the paladin return later 
with an adventuring party. Sollere will 
destroy the equus and all other magical 
items in his lair rather than let them 
fall into the party's hands. In any case, 
once the paladin has escaped the tomb, 
his memory returns to normal in one 
months time. 

Q 


corpse, bringing the ancestral spirit of a 
mage or priest into it to give the corpse 
a horrid animation. 

The tuyewera moves about on its 
hands and leg stumps. It is as intelli- 
gent as a man and has the following 
thieflike skills: move silently 50^%. hide 
in shadows 90^. pick locks 50^. It 
serves as a thief and bodyguard to the 
cleric in addition to being an assassin. 

A tuyewera can use a w eapon in me- 
lee but is restricted to using weapons 
that can be held in one hand, since the 
other hand ie needed for balance and 
movement. If disarmed, a tuyew'era will 
strike with its gnarled hand for 1-4 hp 
damage. Each hit by the hand has a 
25% chance to inflict a fatal disease on 
its opponent. a.*i per the spell cause 
disease in the 2nd Edition Player's 
Handbook. 

The deadliest attack of the tuyew*era 
is its ability to drain breath. If it 
encounters a sleeping, unconscious, or 
helpless person, a tuyewera can auck 
the breath out of the victim's mouth, 
thereby slaying him. This requires one 
full round, at the end of which the vic- 
tim must save vs. death magic at ~4. If 
he fails to save, he is instantly slain; if 
he makes hU saving throw*, he is placed 
in a deathlike coma for 1-4 days. 


As undead, tuyeweras are immune to 
all mental attacks, cold, sleep, and fear. 
Holy water does 2-8 hp damage per vial. 
Tuyew’eras are turned as spectres, but 
an evil cleric cannot take control of a 
tuyewera away from the cleric who 
created it. 

A special enchantment goes into the 
making of a tuyewera that renders it 
immune to all w*eapons iturning and 
destructive magic, such as ftrehall. are 
still effective!. However, there is always 
a coumerspell that removes this en- 
chantment. Clerics who create tuy- 
eweras keep this counterspell handy, 
just in case they meet someone else s 
tuyewera. 

The spells and counterspells used for 
creating tuyeweras are granted only by 
the deities of evil witch doctors in tropi- 
cal lands. Such spells are not normally 
available to PCs who do not visit these 
lands. It is recommended that PCs be 
unable to create such monsters, but 
they should be able to use the counter- 
spells to make the tuyew'oras vulnera- 
ble to attack. 

The legendary version of this monster 
is described in **Out of Africa,'* in 
DRAGON issue #122. 

Q 


DUNGEON 35 





UNCHAINED! 

BV 8PUC€ KOPMAN 

The gnomes built a 
dragon. Can you 
turn it oft? 

Artworli tv P^chofd ^enn^rt 


Bruct Norman is a I6'year-oid Cana- 
dian hi 4 ih school student. He is the edi- 
tor and publisher ofhi$ou>n role-playing 
magazine and loves writing modules, 
especially humorous ones. Bruce is cur* 
rently uorking on a new module involv- 
ing header who are mysteriously being 
transformed into dragons. 

^'Unchained!** ia an AD&D* 
DRAGONLANCE* adventure for 5 8 
pUyer characters of levels 610 (about 
50 total levels^ It is easential to have at 
least one priest of a good god in the 
party. This adventure takes place near 
Mount Nevermind on Sancrist Isle in 
the world of Krynn. Tb run this adven* 
ture, it is helpful to refer to the 
DRAGONIANCE Adventures manual 
If you do not have this book, you may 
Still use this module by referring to the 
information about Krynn that follows. 
Note that this module takes place in the 
year 377 AC. 25 years after the War of 
the Lance, though this date may be 
adjusted to fit the campaign. 

It will also be helpful for the DM to 
have access to The Atlas of the 
DRAGONLANCE World, by Karen 
Wynn Fonstad. for the maps and infer 
mation on Mount Nevermind on pages 
88 89: the map of Sancrist Isle on page 
78 is useful for reference. The article 
'*AI1 About Krynn's Gnomes/ from 
DRAGON* Magazine issue #103 (re- 
printed in Leaves From the Inn of (he 
Last Home, edited by Margaret Weis 
and Tracy Hickman, pages 49*57), gives 
other additional background material. 

This adventure was originally play- 
tested with the heroes of the lance 
(Ibnis. Caramon. Raistlin. Goldmoon. 
Riverwind. Flint, Ibsslehoff, and Sturm) 
using the statistics supplied in module 
DL3 Dragons of Hope. If you wish to 
play these characters, it is suggested 
that you change Raistlin to a red-robed 
wizard (level 6). Sturm to a Knight of 
the Crown (level 8), and Goldmoon to a 
cleric of Mishakal (level 8) You may 
also prefer to use your own characters. 

Item saving throws are used in a 
number of places in this adventures. 
Check the 1st Edition Dungeon Masters 
Guide, page 80, or the 2nd Edition 
DMG, page 39, Tbble 29. 

Information About Krynn 

The following information is for DMs 
who wish to play this module but do not 
own a copy of DRAGONLANCE Adven- 


36 Issue No. 22 



UNCHAINEOI 


tures. If you are familiar with the world 
of Krynn. you may skip ahead to the 
next section. Peel free to make chanjtes 
to this adventure to make it compatible 
to your own campaign world. 

l^khisia and the War of the Lance: 
Recently, the evil goddess Ihkhisis 
sought to destroy all that was good in 
Krynn. Her Dragonarmies. composed of 
dragons, draconians (dragon men), and 
mercenaries, swept across Krynn like a 
plague. The good armies of Krynn redis* 
covered ancient holy weapons known as 
dragonlances with which they managed 
to repel the Dragonarmies. Due to the 
significance of the magical lances, the 
war was named the War of the Lance. 

Draffoniancen: A dragonlanc^ is a 
magical weapon that causes huge 
amounts of damage to dragons. When- 
ever a dragonlanc^ strikes a dragon, it 
causes normal damage plus the number 
of hit points of the wietder. Thus, a 
dragonlanc€ *2 wielded by a fighter 
with 31 hp would cause IdS-i-Sl hp 
damage to dragons. 

Draconians: Born from corrupted 
good-dragon eggs, these violent, sadistic 
creatures make up the main force of 
Tbkhisis'sevil Dragonarmies. They 
resemble lizard men but possess a vari> 
ety of special abilities, including magic 
resistance. 

Aurak draconians are intelligent but 
cowardly leaders and powerful msgic- 
users. When an aurak reaches 0 hp, it is 
enveloped in green flames and attacks 
berserkly ( *^ 2 on to-hit and damage 
rolls). At this time, anyone attacking 
the aurak takes 1-6 hp damage each 
round from the flames surrounding its 
body unless s save vs. petrification is 
made. Once the aurak reaches --20 hp 
or six rounds pass, it transforms into a 
boll of lightning and attacks as a 13*HD 
monster These attacks cause 2*12 hp 
damage. After three more rounds the 
aurak explodes, stunning for 1-4 rounds 
and causing 3d6 hp damage to all 
within 10' (no saving thrown Once it 
explodes, the aurak is truly dead. 

Bsaz draconians are the weak, ex- 
pendable troops of the Dragonarmies. 
When a baaz reaches 0 hp, its body 
turns to stone. Whoever struck the 
killing blow must make a dexterity 
check at * 3, or his weapon will stick in 
the draconian's corpse until its body 
crumbles into dust 1-4 rounds later. 

Bozak draconians are mages, usually 
possessing the powers of a 4th-level 
wizard. When a bozak reaches 0 hp, its 


flesh shrivels up to expose its bare 
bones, which then explode for 1-6 hp 
damage (no save) to all within 10*. 

Kapak draconians are the assassins 
and skilled warriors of the Dragonar- 
mies. Kapak bites are venomous, indue* 
ing paralysis for 212 turns unless a 
save vs. poison is made. Kapaks often 
lick their weapons, making them poi- 
sonous for three rounds. When a kapak 
dies, it dissolves into a 10 -wide acid 
pool that causes 1-S hp damage each 
round to anyone it touches. All items 
exposed to the acid must save vs. acid or 
be destroyed. The acid evaporates in 1-6 
rounds. 

Sivak draconians are the spies of the 
Dragonarmies. They have the power of 
limited shapeshifling Whenever a 
Sivak kills an opponent, it can choose to 
take its foe's physical form. When a 
sivak is killed, it instantly transforms 
into an exact replica of its killer 

Gully dw'arves: A cross between 
dwarves and gnomes, these pathetic 
creatures have inherited the worst 
traits of both parent races. They are 
outcasts from all societies in Krynn due 
to their low intelligence and general 
incompetence. Gully dwarves usually 
flee at the first sign of danger, but when 
cornered they fight viciously. 

Knights of Solamnia: The knights of 
Solamnia are powerful warriors and a 
major force for law and goodness in 
Krynn. The honor of a knight is held 
above all else. When a knight gives his 
word, he would rather die than break it. 
Two types of knights are mentioned in 
this module: Knights of the Crown (no 
special abilities, treat as fighters) and 
Knights of the Sword (limited clerical 
abilities.) The spells of a Knight of the 
Sword are cast as If the knight were a 
cleric of five experience levels lower. 

Tinker gnomes: The technology- 
minded gnomes of Krynn are best 
known for their ability to make huge, 
complex devices that either don't work 
or perform no useful functions. Gnomes 
speak so quickly that humans often 
have trouble understanding what they 
are trying to say. 

Wizards: In Krynn, most wizards are 
not normal AD&D game mages or spe- 
cialiata. Instead, they are either black 
robed (evil), red robed (neutral), or white 
robed (good). Each order of High Sorcery 
places restrictions on the spells its 
members can learn, but wizards in 
Krynn learn spells more quickly than 
other ADdiD game wizards. 


Adventure Bockground 

In the year 344 AC (four years before 
the War of the Lance), a human cleric of 
l^khisis named Blackstone was com- 
manded by the Dark Queen to perform 
a dangerous task for her: summoning 
the spirit of Ahmoras, a powerful de- 
cease black dragon, and restoring him 
to life. Blackstone researched the prob 
lem and prayed for many weeks, but hii 
task seemed impossible. Calling forth 
Ahmoras's spirit would be relatively 
easy, but binding it tc the mortal plane 
would not. In order to contain 
Ahmoras's conjured soul, he would have 
to construct a black jade statue, an 
exact copy of Ahmoras's original body in 
both size and detail. The cost of such a 
construction would be astronomical. 

Blackstone mulled the problem over 
for several days Ihkhisis would not 
accept failure, he knew. Alarmed, he 
made one last desperate attempt to find 
a solution; he went to Sancrist Isle to 
seek the help of the gnomes. 

Blackstone was cunning. Instead of 
revealing his true purpose, he simply 
told the gnomes that he had an engi- 
neering task for them. Could they make 
him a mechanical dragon? It should be 
full size and able to duplicate all the 
legendary abilities of a black dragon 
The gnomes never thought to ask him 
why he would want such a creation and 
set up a committee to research the prob- 
lem. It took them three weeks to do the 
research and three months to write it 
up. The entire 14-volume report can be 
summarized in one word: Yes. 

By now, l^khisis had lost patience 
with Blackstone. She stripp^ him of 
his clerical powers as an obvious warn* 
ing to quickly finish his (ask. Black- 
stone nervously told the gnomes to 
hurry, and he moved to Castle Uth 
Wistan, some distance away from 
Mount Nevermind. There he took a 
quiet job as a librarian and patiently 
awaited news from the gnomes. He 
waited many years. Many, many years. 
Blackstone had made one fatal mistake 
when dealing with the gnomes: He had 
promised to pay them for the materials 
and labor of not only the finished 
product but also for "any necessary 
prototypes." 

The gnomes had decided to design a 
perfect dragon. They spent years re- 
searching the abilities and physicsl 
characteristics of black dragons. Their 
research was made easier by the War of 


DUNGEON 37 





UNCHAINED! 


the Lance, but they failed to capture a 
live black dragon to study. They did. 
however* get a chance to analy 20 a black 
dragon's different attack methods lhalf 
their team's lives was a small price to 
payt 

Shortly after the war* the gnomes 
fmally began building the dragon. Each 
prototype took about two years to con- 
struct* aAer which it was scrapped and 
an improved model was designed. About 
five dragons later, the gnomes con- 
cluded that their dragon could do every- 
thing a real dragon could do (except fly, 
but even gnomes aren't perfect). They 
then began adding improvements to 
make it better than a real dragon. Fi- 
nally. in 377 AC (25 years aAer the end 
of the war), the gnomes contacted Black- 
stone (they decided that they had better 
collect their fee before he died of old 
age‘. 

Blackstone was by this time nearly 
insane. The War of the Lance had come 
and gone, but still he had heard nothing 
from the gnomes. His frantic written 
inquiries were all lost by the gnome 
mail-sorting machine. He had dared not 
leave the security of the castle to check 
up on the gnomes himself; one of Ibkhi- 
sis's dragon “children" might slay him 
for his failure. He gave up all hope and 
concentrated on becoming a competent 
librarian. 

AAer the war, a new city, Whitestone, 
was built near the famous glade of the 
same name, and Blackstone became 
head of the town archives there. Then 
one day a gnome messenger arrived to 
tell Blackstone that his dragon was 
finally ready. 

Blackstone 's first thought was to grab 
the short, cheerful messenger gnome 
and wring his neck, but he calmed him- 
self. He went to Mount Nevermind and 
agreed to pay the gnomes for their work 
but not. of course, until oAer he had 
inspected it. 

Blackstone was led to the huge room 
where the dragon was kept. He w as 
shocked— the gnomes' creation was a 
monstrosity! Its wings obviously could 
not support it in flight, and it didn't 
resemble Ahmoras at all— or any other 
dragon, for that matter A premonition 
of doom struck Blackstone. but he ig- 
nored it. He was determined to proceed 
with his plan. If it didn't work. Tbkhisis 
would surely have him killed, but he 
silently sw*ore to take as many gnomes 
with him as he could if that happened. 
Cheered slightly by this thought, he 


told the gnomes that he would need to 
be alone while he examined the dragon 
With some reservations, they leA. 

Blackstone acted quickly. He anointed 
the dragon's head with unholy oil and 
placed two jade spheres in the ma- 
chine's eyeholes. He begged l^khisis to 
give him one more chance and— to his 
surprise— she did. He summoned 
Ahmoras’s spirit, using a powerful mag- 
ical item that he had found years ago 
with Ibkhisis's help. Using this icon of 
Chemoah, he then guided the spirit into 
its new body. The ritual done. Black- 
stone saw a spark of fire alight in the 
mechanical dragon's eyes. He stopped 
chanting and gazed expectantly at the 
dragon. 

The huge, sinuous neck rocked back 
and forth dninkenly. The iron jawg 
opened and closed experimentally, and 
then It spoke- ‘WHAT HAVE YOU 
DONE TO ME. HUMAN?" it roared, 
and it lurched clumsily aAer Black- 
stone. Luckily for Blackstone, Ahmoras 
was still so disoriented that he collapsed 
before he could properly attack. Black- 
stone fed hastily. The gnomes could not 
stop him, as they themselves were too 
busy avoiding the dragon, who was 
making an extremely destructive exit 
from their mountain. 

Ahmoras finally reached the outdoors 
and began a rampage of terror through 
the wilderness known as Gnomevale 
that surrounds Mount Nevermind. He 
searched unceasingly for Blackstone. 
killing anyone he came across. 

Blackstone, stripped once again of his 
clerical powers, finally went insane. He 
fled to Whitestone, where he was forced 
to retire as head archivist aAer he 
Started eating the books. He has since 
decided that he will not be able to rest 
in peace until he destroys Ahmoras, and 
he has returned to Gnomevale seeking a 
f nal confrontation. 

The gnomes are worried by recent 
events. The destruction the dragon 
caused in leaving Mount Nevermind 
was extensive but not abnormal (the 
gnomes are used to their creations run- 
ning amok). The trouble is that they can 
no longer leave Mount Nevermind with- 
out risk of being attacked. 

Finally, an industrious gnome named 
Mamsh, from the Aeronautics Guild, 
decided to do something. He managed to 
fly halfway to Whitestone in a gnome- 
glider of his own design. Then the wings 
of his glider snapped and he crashed. He 
emerged from the wreckage unhurt and 


managed to walk the rest of the way. 
Once in Whitestone, he planned to beg 
the Solamnic Knights to slay the 
dragon. Unfortunately, the knights 
were being plagued by a strength- 
robbing disease and were under quaran- 
tine. The industrious Mamsh has since 
wandered the streets of Whitestone 
trying to raise enough money to hire an 
army of mercenariea by selling small 
mechanical devices he has designed. 

The City of Whitestone 

The coastal city of Whitestone is a rela- 
tively recent addition to Krynn. Built 
on Thalan Bay near the glade of White- 
stone soon aAer the War of the Lance, it 
has attracted huge numbers of settlers 
who seek to escape the w'ar and begin a 
new life. 

Whitestone began as a small village of 
people brought to Sancrist by the 
knights to escape the chaos of war. It 
has since grown into a bustling metrop- 
olis of over 5,000 people, with more 
arriving every year. Whitestone is ruled 
by the ^lamnic Knights, who protect it 
and maintain law and order. The old 
pathway from the Knights' castle Uth 
Wistan up to Mount Nevermind has 
been improved and now also connects 
with Whitestone (22 miles from Uth 
Wistan to Whitestone, and G4 miles 
from Whitestone to Mount Nevermind). 
Carts. horses, carriages, and foot trav- 
elers use the road, which is patrolled by 
Knights and is now called the Knights* 
Path. 

For the Player Characters 

Read or paraphrase the following to the 
PCs. The gnome's speech should be 
spoken very quickly for best effecl. 


You are in Whitestone for the festival 
of spring dawning, and music is in 
the air. Your eyes are constantly 
drawn from the various booths offer- 
ing games of chance and skill to the 
street illusionists performing their 
"magic" for a gullible peasant crowd. 
One particularly unusual spectacle 
catches your eye. A middle-aged 
gnome dressed in dirty work clothes 
and a leather apron is pushing a 
small wagon filled with a variety of 
small devices. He spots you looking 
at him and stops his cart. 

"Hello gentlemen I see you have 
been viewing my fine wares and I 


38 Issue No 22 






UNCHAINEOI 


certamly hope that you will take a 
closer look at some of them." He | 
rummaK^s through his cart and 
takcA out what appears to be a brush 
attached to a metal flask with a i 

small lever on the side. He shoves it | 
at an armored member of your group. 

'Ah [see you wear armor well this 
little trinket is exactly w*hat you 
need for 1 guarantee that nothing I 
will ever clean your armor better." ' 
He starts scrubbing away at the 
armor energetically with one hand 
while pumping the lever back and | 
forth with the other. “1 can recognize 
(hat you are exactly the type of peo- 
ple who embrace the w'onders of 
technology while rejecting the annoy- , 
ance of magic for as you know tcch* i 
nology doesn't rely on bats' wings or 
I snake sepia or any other silly things 
though the gnome mage guild is I 
working on building a new device ' 
known as a spellteller that renders 
each spell syllable perfectly each 
lime and can be used over and over 
again unlike mage spells which run 
out after the first lime which is why 
I don't know' why mages don't give 
up spells and start building ma- I 
chines but my uncle used to say only | 
a gnome has the patience to fix a 
machine that has just killed his 
entire family but I digress. . . " 

As the gnome babbles on, you no* ' 
tice thick green foam forming on the 
armor he ia ''cleaning." An acrid 
smell nils the air. 


For the Dungeon Master 

The adventurers have just met Mamah 
the tinker gnome He is sUII peddling 
small Items in order to raise money to 
hire an army. His cart ia full of uaeleaa 
devices. Any PC w*ho steals or buys an 
item from Mamsh finds that it does 
nothing at all or has some harmful 
effect. 

His armor cleanser is much too 
strong. Unless it is washed off within 
one round, it will have damaged the 
armor reducing its protection value by 
one AC point i magical armor must save 
V5. acid or lose its magical protection). 
The PCs may be angry at Mamsh and 
demand that he pay for the armor, or 
they may attempt to buy one of his 
devices. Since Mamsh needs a lot of 
money to hire an army, he has worked 
out that he must charge 313 steel pieces 


per device. If the adventurers are angry 
at Mamsh for damaging their armor, he 
defends himself by telling them the 
story of the rampaging mechanical 
dragon. If they say his devices are too 
expensive or arc "junk," he sits down 
sobbing and tells his story. If they buy 
one of his items, he is so happy to have 
finally sold one that he joyfully tells his 
story. One way or another, make sure he 
tells it: 


i am sorry to have troubled you nice 
people but we gnomes are in a lot of 
trouble because one month long ago 
we finished building a mechanical 
dragon that came to life due to a 
malfunctioning expi^rimentat self- 
piloting mechanism that caused it to 
destroy the main entrance to our 
mountain and knock down some 
trees and do structural damage but 
that isn't really so had because we 
were going (o rebuild the mountain 
anyway because the Architectural 
I Guild has discovered o new method 


of w'eight -stress transfcrral that is 
much superior to the mountain's own 
natural methods only now we can't 
I build It because the dragon keeps 
i knocking it back down ond kills 
anyone who goes outside so we have 
to stay in and we're really getting 
tired of eating mushrooms and fun- 
gus so I decided to fly here and get 
the knights to Kelp destroy the 
dragon only I miscalculated the 
stress on the wings of my gnomeglt- 
der and they snapped causing me to 
fall into some trees but luckily the 
central wing and shoulder harness 
functioned as an admirable para- 
chute so 1 wasn't hurt and was able 
to walk here to get the knights only 
they are all sick w ith some disease 
^ and can't help me so I*ve decided to 
hire an army to help kill the dragon 
only Us hard selling enough of these 
innovative inventions to get an army 
and 1 am getting worried about my 
wife and children and I wish that 
someone w'ould help me " 


The Icon of Chcmwih 

The icon of Chemosh is a powerful 
holy item created by the god of the 
undead from the souls of dead black 
dragons It does not radiate magic. 

The icon can act as a soul container, 
such as the one required for a magic 
yor spell, but this is the least of its 
powers. If the icon is empty and in 
contact with a dying creature, it ab- 
.•Kirbs the soul of that creature; the 
body of the creature decomposes into 
black ash. If the icon is brought into 
contact with the body of another dead 
creature of the same general race and 
alignment as that of the contained 
soul, the icon transfers the soul into 
the body, raising it from the dead and 
healing it of all wounds. The soul now 
has all the physical characteristics of 
the new body, as if the original crea- 
ture had shape changed. Once a soul 
has been transferred by the icon, that 
soul is forever in contact with the icon. 
The next time (he body of the soul 
dies, the soul will be sucked through 
(he icon into the Abyss. 

If an exact duplicate of the soul’s 
original body is constructed from black 
jade, the soul may animate the dupli- 
cate and transform it from jade to 
flesh. It is not normally possible for a 


soul to animate a mechanical body as 
Ahmoras did. but Takhisis used her 
divine powers to extend the abilities of 
the icon for this one transferal. 

All who have ever had their souls 
within the icon can sense its presence 
if within 50 miles of it. This sensing 
ability tells only that the icon is near, 
not its exact location. However, if the 
icon is held by a good-aligned creature, 
those linked with the icon are able to 
sense the direction in which the icon 
lies, though not its distance. 

The icon is an indestructible artifact. 
It is 6* long and resembles the physi- 
cal body of the last creature whose 
soul it has absorbed. If BUckstone is 
killed while carrying the icon, his soul 
will be abeorbed. At present, the icon 
ia m the form of a small black dragon. 

The icon can hold only one soul at a 
time. Other souls that attempt (o 
transfer into the icon are either 
sucked into the Abyss levj] aoulslor 
repelled by the icon (good or neutral 
fiouls). 

If the PCs have the icon of Chemosh, 
all random encounters are automati- 
cally with Ahmoras (even on the 
Knights' Path, the road from Mount 
Nevermind to Whitestonei. 


DUNGEON 39 







UNCHAINED! 


The PCs will probably have difficulty 
understanding what Mamiih haa just 
said because he speaks so quickly. He 
gladly answer! any questions they ask 
and will even repeat his statement in 
Its entirety. 

Bemeinber that the gnomes do not 
know that the spirit of Ahmoras pos 
•eases their creation. They believe that 
the dragon's strange actions can be 
blamed on the experimental autopilot 
system they installed, and they do not 
call the dragon '‘Ahmoras*'; it is simply 
"the dragon " 

Marnsh gladly accepts any offers of 
help from the adventurers. If they can 
destroy the mechanical dragon, he and 
the other gnomes would be very 
grateful. 

If asked what their payment will be 
for helping the gnomes. Mam.ih volun- 
teers to give the PCs "incredibly 
superadvanced just-madebythe- 
Wespons-Guiid dragon-fighting equip 
ment" which they may keep if they slay 
the dragon. He also pledges that he and 
the other gnomes will help the adven* 
turers m any reasonable matter that 
they may request at a later date. If the 
party refuses to help Mamsh. he sighs 
deeply and returns to peddling his 
wares. Any good clerics m the party 
thereafter find themselves unable to 
memorize any ^lls. This should be an 
obvious clue to help Mamsh. 

Mamsh. male gnome: AC 8: MV 6; 
linkers; hp 19;THAC0 IS; I AT I; Dmg 
by weapon tvpe; S 7, D 16. C 9, 1 16. W 
10. Ch 12; ML 10; AL LG; small ham- 
mer; lifequest. build the perfect glider. 
Tinker gnomes use the to- hit tables of 
wizards and the saving-throw tables of 
priests, but they may use any weapons 
Isee the Time of the Dragon boxed set. 
the Rule Book of Tkladas. page 4i 

The Journey to Mount NeverrDind 

Mamsh will lead the party along the 
Knights* Path to Mount Nevermind. 

The Knights' Path is usually safe to 
travel, but with the dragon loose. 
Mamsh is visibly worried and talks 
nonstop about its destructive ability 
(exaggerating all of its powers, since he 
knows little about iti. Actually, the 
dragon is nowhere near the path at this 
time, but the PCs may run into other 
nasty surprises on the way <check for 
random encounters on the Gnomevale 
Random Encounters chart, page 44 1 . 
When the adventurers do reach Mount 


Nevermind, road the following passage; 


At last you have reached Mount 
Nevermind, fabled home of the 
gnomes. The tallest mountain on 
^ncrist Isle, this extinct volcano is 
truly a majestic sight. Green terraces 
line its slopes up to its Hat topped 
summit. The only blemish to Mount 
Nevermind's beauty is a great gap- 
ing hole at its base, where the 
Kmghts* Path runs up to the moun- 
tain Huge bronze doors that once 
stood at the entrance to the gnomes* 
city now lie flat against the earth, 
torn from their fixings. The earth 
around the entrance is ripped apart, 
and the Kmghts* Path itself has been 
destroyed. As you approach, you look 
down and see many enormous clawed 
footprints unlike thcMie of any known 
beast. The damage must have been 
caused by the dragon you will be 
hunting. 


The PCs are taken through the hole in 
the mountain to meet Piers, a gnome 
diplomat to other races. He cordially 
invites them to sit down and relax. If 
they w ish, he will allow them to stay 
overnight and rest, and the gnome Med 
leal Guild will tend to their wounds 
Piers has equipment ready for the PCs 
if they wish to go after the dragon im- 
mediately. He keeps other gnomes away 
from the PCs. as he does not wish the 
PCs to be distracted by requests to ex- 
amine any odd equipment they may 
have. 

Piers, male gnome diplomat: AC 4; 
MV 6; Til; hp 37.THAC0 15.IAT 1; 
Dmg by w*eapon type; ML 14; AL N; S 
11. D 16. C 13. 1 17. W 9, Ch 17: hracert 
of defense ACS, short sword +2. Piers 
is an unusually crafty and cynical 
gnome. He always seems kind and cour- 
teous but ia capable of being ruthless to 
serve the needs of the gnomes He 
would gladly sacrifice the PCs lives if it 
would rid the gnomes of the dragon 
Piers will be helpful to the PCs because 
they are. at this time, acting in the 
interesta of gnome society. Piers speaks 
as slowly and as carefully as a human. 

The DM should be prepared to ad-lib 
his description of Mount Nevermind's 
intricate "urban dungeon.*' The Atlas of 
(he DRAGOSLAS'CE World should be 
consulted for basic details of the moun- 
tain's layout. 

If the PCs wish to rest overnight, the 


gnomes lead each of them to his own 
comfortable, identical bedroom (size and 
layout are left to the DM). Read the 
following description to the players as 
their characters enter their rooms. 

Well, now you've seen it all: a normal 
room w'lth normal furniture, de- 
signed by gnomes! The room isn't 
large, but it looks comfortable. There 
is a desk, a chair a closet, and a soft 
bed Attached to the foot of the bed is 
a large red button. 


The desk and chair are normal, just as 
they appear to be. The bed and the 
closet, however, are technologically 
advanced. 

The bed. a gnome vibrosleeper. acti- 
vates when the button is pressed. Two 
large arms emerge from the walls and 
grab at the button-pusher (THACO 13. 
no damage), then forcibly place that 
character in the bed. which begins to 
vibrate rapidly for one round while (he 
arms hold the victim secure. This vio- 
lent vibrating action causes 1-4 hp dam- 
age. The mechanical arms are too 
strong to be resulted by strength alone 
but may be attacked <each arm is AC 2 
with 10 hp). The arms withdraw after 
the vibrating bed stops (breaks dow*n, 
actually). 

The closet is a gnome easycleaner. As 
soon as the door is shut, the floor opens 
and any items inside are sucked down 
into a gnome laundromat The cleaning 
machines work reasonably well on 
clothes but tend to badly mangle more 
solid Items. Any inflexible items sub- 
jected to this process must save vs. 
crushing blow to avoid being severely 
damaged. Flexible items (including 
clothing) have a 10^ chance of being 
horribly tom. Paper items are ruined by 
this cleaning process, though kind DMs 
will exclude spell books. Any PC who 
somehow manages to gel ‘'cleaned" 
takes 5-20 hp damage from the experi- 
ence and must be rescued. 

The bedroom doors of any kender will, 
as a precaution, be barred shut from the 
outside to prevent wandering. 

If the PCs ask for healing, the gnome 
Medical Guild will be happy to provide 
it. The patients (or victims, as the 
knights say) are led to the gnome infir- 
mary where they are treated with medi- 
cines. salves, bone stretchers, and good 
old-fashioned leeching. Each person 
treated must make a syatem-shock 
check. Those who make their check are 


40 Issue No. 22 






UNCHAINED! 


PIERS’S MAP 






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healed for 14 hp damage. If the cheek 
fails, the patient takes 2*8 hp damage. 
Only one successful treatment may be 
made per week. 

When the adventurers are ready to 
leave, they are introduced to Spring- 
shaA. their guide— a gully dwarf. 
SpnngshaA was accepted into gnome 
society because of his wi 1 1 ingness to test 
devices for the gnomes. He was re- 
named SpringahaA aAer the first device 
ho tested <a gnome elevator >. Spring- 
shaA claims to be an able guide for the 
adventurers, and a master tracker. 

Spiingshaft. male gullv dwarf: AC 6; 
MV 6; F6; hp 43; THACO 16; /AT 2 or 1; 
Dmg 1-4 1-4 (fiat/biteior by weapon 
type; SA saves at two levels higher; $ 

17, 1 8. W 6, D 18. C 12. Ch 5; ML 6; AL 
CN; club. SpringshaA thinks himself to 
be the equal of a gnome and thinks 
gnomes are the most wonderful race in 
Krynn; aAer all, they taught him to 
count to three! SpringshaA believes he 
is far superior to anyone in the party 
and angrily responds to any questioning 
of his ability to lead them by saying, 
''Me know forest like own right hand!'* 
while waving his leA hand in the of- 
fending PC’s face. Actually. SpringshaA 


has no idea where the dragon is and 
will wander about in a seemingly ran- 
dom pattern (see SpringshaA 's path on 
the mapi. This random wandering even- 
tually leads the adventurers through all 
important encounters. If there is a 
gnome in the party. SpringshaA *s mo- 
rale becomes 12 and he takes an active 
part in any combat. This is also the case 
if a party member compliments him by 
saying he is as smart or as brave as a 
gnome. 

Once the adventurers have met their 
guide, they are led to a large room 
where they receive three pieces of 
dragon fighting equipment: a "bigwheel 
cart," e suit of ‘*irunman battle armor." 
and a '*8ieamsticker harpoon gun" For 
a complete description of this equip- 
ment, see page 42. 

Piers gives the adventurers a map of 
the rough wilderness surrounding 
Mount Nevermind. He drew' the map 
himself and w arn.s the PCs not to let 
gnomes in the Mapmakers Guild find 
out about it. as they would demand that 
the PCs use their own superaccurate 
map (which only members of the Map- 
makers Guild can understandi. If he is 
asked for the design plans for the me- 


chanical dragon. Piers informs the PCs 
that the plans were all destroyed in the 
chaos of the dragon's escape. 

Mamsh will not continue with the 
party. He is eager to return to the Aero- 
nautics Guild to design an improved 
gnome glider. 

Gnome vale 

Gnomevale. the rocky, forested wilder- 
ness surrounding Mount Nevermind, is 
a strange place indeed. Hundreds of 
misguided gnome ecological experi- 
ments have transformed w*hat used to 
be a quiet, mountainous forest into a 
strange and confusing place. Elves are 
inherently annoyed by the unnatural 
plants the gnomes proudly refer to as 
their "hybrids " One example is a cross 
between a potato and a carrot (the 
gnomes have named it a parrot). Gnome 
hybrids usually receive the w*orst ge- 
netic traits of both parents; a few hy- 
brids are poisonous or carnivorous. 

Ahmoras's rampage through Gnome- 
vale has destroyed much of the vege- 
tation. Because his trails overlap 
repeatedly, it is virtually impossible to 
successfully track him. One good thing 


DUNGEON 41 





UNCHAINEDI 


Gnomiiih Dcvicen 

I The PC» fthould be given be given the 
' physical deacnption and told the 
I powers of each device ^ven them by 
(he gnomes. All gnocniUi devices listed 
{ below have boon tinkered with and 
modified to the eitent that their 
succesaea' mishaps are standard. Each 
device has abilities and fallibilities. 

I Tinkers may further modify these 
^ devices in any way the DM allowa»but 
guidelines for modifications are given 
1 for each device. Fallibilities marked 
with an asterisk may be detected by 
I PC tinkers in very rough detail. As an 
example, here is a conversation be- 
I tween an adventurer and a tinker 
^ gnome who has iust examined the 
I ironman armor: 

^ Party leader: "So. have you exam- 
I ined the armor?** 

^ Tinker: "Oh yes I have and 1 detect 
that while wearing this armor you 
should not try to wind up the key in 
the back for too long as the armor will 
I jam up and be useless." 

Party leader: "How many times can 
I the key be aafely turned?*' 

! Tinker "Welt 1 thought you would 
I want to know that so I wound up the 
I armor for 6 minutes 44 seconds and 
then it jammed." 

All tinkering attempts are made 
I against difHculty levels. Roll ld20 and 
* add the tinker's level to the roll. If the 
result is equal to or greater than the 
I listed difficulty level, the attempt is 
successful. If the attempt fails, the 
' tinker may not try ogain until he goina 
I a level of experience. Tinkering will 
j not usually damage a device if the 
I attempt faUi. No tinkering requires 
I the buying of parts, as the gnomes 
I provide these to the tinker for free. 

If the party brings a afial functioning 
I device back to Mount Nevermind and 
requests that it be fixed, a 4thde\'e) 

, tinker gnome will dutifully try to re- 
pair the item. This gnome will also 
I tinker with the device if he is naked to. 

As you read over the deKriptions of 
I these devices, you may come to the 
^ conclusion that they will be of little 
. use to the adventurers. W»l. what do 
I you expect from gnomes? 

I Ironman Armor 
; Complexity Level 11 

' This 1,200'lb. device has been designed 


for human-sixe operators <5'6”-6*6* 
tain. Unfortunately, due to the neces- 
sary size of the operator it has not 
been tested. 

Phyitccl Description; This 10**tall 
iron armor completely covers the en* 
tire body of the wearer. A large metal 
key protrudes from the suit's back. The 
wearer of the ironman armor resem 
bias an awesome metal giant or an old 
movie robot 

Ahiittir/f 

—The armor has AC 0. 

—The wearer takes half damage fVom 
blunt weapons ( includes dragon stomp 
attack) due to the armor *s structure 
—The user gains an lS/00 strength * *^3 
to hit. *^6 to damage) when using any 
one handed weapon while wearing this 
armor. 

—The armor comes with a giant one- 
handed mace that does 2d6 hp damage 
( hp damage with suit's strength 
bonus). 

—The user gainn a movement rate of 8 
and IS not slowed down by under- 
growth or shallow mud or water. 

FaliibUitiet: 

—The device must be wound up or its 
limbs will not move. The armor re- 
quires one round of winding for each 
turn of action. If the armor is wound 
for more than six rounds, the winding 
mechanism breaks. When the device 
winds down, it instantly becomes im- 
mobile. Fixing a broken winding meeh 
anism is a difliculty 11 task and takes 
2- 16 hours. 

—The wearer attacks last in a melee 
round, losing all rolls for initiative. 
—Spells with somatic components may 
not be cast by the armor's wearer. 

—The wearer may not get out of the 
armor without help from a companion. 
—Any to-hit or saving-throw roll that 
results in a I means the device has 
broken and seeds repair (difficulty 11. 
2-12 hours). Any roll of 2 means that 
the machine bashes itaelf in the head 
with any weapons carried (doing half 
damage to the wearer). Any roll of 3 
indicates the device has dropped all 
carried items (one round per item is 
required for recovery). 

—No two-handed or missile w*eapon 
may be wielded. 

—If the wearer is struck with a physi- 
cal weapon for 20 hp or more damage 
(before damage is modifiedi. he must 


save vs. petrification or be knocked 
prone. A combined strength of 35 is | 

needed to right the wearer, or the 
wearer may right himself af^er 2-7 | 

rounds However, a saving throw vs. 
crushing blow must be made for the 
metal wind-up key m back (7 or better I 
required) or the key jamx in place (difTi- . 
culty 11. 1-4 hours to fix). | 

Pmulu of Tinkering. A tinker may I 
add an automatic winding mechanism I 
that will allow the device to w ind itself , 
as the wearer moves. Ib make thi.4 ; 

modification takes 2-20 hours at diffi- j 
culty level 12. After this modification. I 
the armor is badly balanced ao that a . 
save vs. petrification is required when ^ 
10 hp damage or more is taken (see 
last fallibility). | 


I 



42 Issue No 22 





UNCHAINED! 


I Bi^whcel Cart 

I Complexity Level 16 

! The bigwheel cart is useful for high- 
speed land movement, but getting it to 

^ stop once it has started rolling is not 
easy. The bigwheel cart may carry up 
to eight man -size creatures, and up to 
18 gully dwarves may cling to the 
sides. 

Some creatures encountered in the 
wilderness (carrion crawlers and wild 
dogs, for example) will be unable to 
effectively attack those riding the cart. 
Intelligent opponents will usually 
scatter (to avoid being run down) and 
must use special or ranged attacks to 
reach riders on the cart. 

Physical Description: This huge 
wagon, the size of a small cottage. Is 
the cloeest thing the PCs will ever 
find to a Sherman tank. The bigwheel 
cart is so named because of the six 10'* 
diameter wheels that propel it. As the 
bigwheel cart rolls merrily along, it 
jets forth a trail of steam (damage 1-6 
hp) from iu rear exhaust that hits 
anyone within 10' of the rear of the 
cart. The cart's side walls are 3' high, 
providing 50% cover from missile fire 
to those inside ( *4 to armor classes). 
Four two- man benches are provided 
inside the cart, with the driver sitting 
on the front right side of the interior. 
AbilirUs: 

—The cart has a movement rate o( 60(1), 
meaning that once it gets underway it 
is moving at about 20 MPH. or covering 
600 yards per minute. While this speed 
is slower than a fast horse on a dead 
run. the size of the cart and the wild 
ride will almost certainly make this 
speed seem terrifying. 

—The cart does ld20 10 hp damage to 
creatures that stand in its way (save 
vs. petrification to avoid if within 60' 
of moving cart's path). 

~The cart will plow through small 
trees, bushes, and animals. This will 
reduce the cart's movement rate briefly 
to 18. 

FaiiibiiiUes: 

—This device, once started, is virtually 
impossible to stop as the brakes will 
malfunction. Only when all the water 
in its steam-engine fuel tank is used up 
will the cart roll to a halt <10 miles and 
half an hour after starting). 


—The cart has bench seats but no seat 
belts. All passengers must make one 
dexterity check on ld20 per round the 
cart is in motion or be thrown to the 
floor for I hp damage (this damage 
continues even after the PC is on the 
floor, SB the motions of tho car will hurl 
the PC around until he can make a 
strength check on ld20 to grab a bench 
or the side the cart). 

—Steering the cart is difficult. When a 
PC attempts to steer the cart, roll ld20 
and consult the following table: 

1 Cart is jammed permanently 
into reverse and must be fixed 
(but only after it stops). 

2^ Cart drives in reverae for 2-8 
rounds, then rolls forward 
again. 

6-8 Cart goes in opposite of desired 
direction. 

9-10 Cart stalls for 3d6 seconds (get 
off while you can!), then con- 
tinues on its previous course. 

11-20 Cart goes in desired direction. 

—If the cart is traveling backward, all 
who ride on it take 1-3 hp damage per 
round from steam. Gully dwarves 
clinging to the sides of the cart avoid 
this damage. 

—The cart requires 12 gallons of water 
for every mile traveled, and its storage 
tank holds 120 gallons. The water is 
heated into steam by a solar lens, so 
the cart may not travel at night or on 
cloudy days. The cart will run out of 
water long before the adventurers 
return to Mount Nevermind if they 
follow Mamsh's path. 

finuUs of Tinkering: A tinker may 
fix the steering mechanism in 1-4 
hours so that it will steer properly 
(difficulty 14). The braking mechanism 
simply has a screw loose. PC tinkers 
must make s saving throw vs. spells to 
replace the screw idiCftculty 4). If the 
tinker fails, ho will spend 2d20 hours 
building a screw replacement machine 
(complexity 14). NK tinkers automati* 
cally fail their saving throws. Seat 
belts may be made with ropes by 
anyone. 


Steamsticker Harpoon Gun 
Complexity Level 1 1 

This 500-lb. harpoon gun is a powerful 
weapon, but it is impossible to predict 
when it will go (rff. 

Physical Description.* ^Hie steam- 
sticker harpoon gun resembles a can* 
non mount^ on a platform. It is 
currently mounted on the bigwhoel 
cart and shares its water tank, but the 
gun may be removed fin which case an 
alternate source of water is required). 
The gunner must sit on the front left 
side of the cart's interior. 

Abilities: 

—The harpoon fires a single lO'-long 
steel bolt for 3d20 hp damage, at s 
range of 300'. 

—A drogonlcncf fired from the har- 
poon gun causes 2-12 hp damage plus 
the firer's hit points in damage if it 
hits a live, nonmechanical dragon (do 
not tell the adventurers of this ability). 
Normal lances cannot be fired from the 
harpoon gun. 

Fallibilities: 

—Once the device is set to fire, it will 
do so in 1-6 rounds. 

^Until the device Hres. a PC must aim 
it or it will automatically miss ita 
target. 

—Once fired, the harpoon gun may not 
be fired again until it is reloaded. This 
may not seem to be much of a problem, 
but only one harpoon comes with the 
device, and the target may be unwilh 
iog to return the bolt. 

—On a roll of 1-5 on the aimer's attack 
roll, the harpoon gun jams. Steam 
envelops everyone within a 10* radius, 
causing 6d6 hp damage. 

—If the harpoon gun is fired while 
mounted on the bigwheel cart, the 
steam blast generated reduces the 
amount of water left for fueling the 
cart by 12 gallons. 

Results of Tinkering: A PC tinker 
can reduce the time of firing to 1-2 
rounds (difficulty 13). The chance of 
the harpoon jamming can be reduced to 
1 in 20 (difficulty 20). 


DUNGEON 43 





UNCHAINEDI 


Gnomevale Random Encounters 


ldl2 

Wilderness 

IdlO 

Knighu* Path 

1 

Carrion crawlers 

1*3 

Dracoman patrol 1 

2-5 

Drscomans* 

4-5 

Draconian patrol 2 

88 

Gully dwsrf foragers (9) 

8 

Draconian patrol 3 

9 

laii 

12 

Red dragon 
Wild dogs 
Ahmoras 

7-10 

SoUmnic search party 


* Roll ld6 on the Knlghta* Path ubie to Me which patrol ia encountered. 

Carrion crawleraM): AC 3T7: MV 12: HD3*l:hp24. 23. 20. 1$; THACO 17; MT 8 ften 
Udealor 1 (bite'; ml or 1-2; SA each tentacle causes paralysis for 2* 12 turns; ML spe* 
cial; AL N: MC. These monsters have been wandering around aimlessly since AKmorms 
destroyed their burrows. 

Uraconians: There are three unique draconian palroU. If a patrol is slam, it will not be 
encountered again. The petrols are searching for Ahmoras. seeking to make him loyal to the 
Dark Queen once again. Bach patrol has a potion of black drogon control that they plan to 
use against the dragon if he will not join them However, the potions wilhnot afTect 
Ahmoras in bis mechanical body. 

Patrot 1: These draeonisns are the leaat important of the three search parties. Among the 
patrol of 10 are two unusually weak baaz dracomsna. Grekk <3 hp) and Gnash <2 hp). They 
stay at the back of combat and surrender immedistoly if their companions or their leaders 
are killed. They eagerly irive information in exchange for their lives and are too stupid to lie 
efTsctivaly. but they may try r*No. there are no draconians in this forest, not a single ona.**i 
Grekk and Gnash do know that the rampaging mechanical dragon has the soul of a power 
ful black dragon, named Ahmoras. trapped within U. 

The patroTi boxak leader. Flatch ^27 hpi. poeseaaes a wizard scroll with the spells tvail of 
fag. waard lock, minor gtob^ of invulnerohthty, and dig. His lieutenant. Pitch (17 hpi. car* 
ries the potion of black dragon controi The draconians wear standard battle garb. 

Bosak draconians (3r AC 2; MV 6 or 15 (on all fours), Hy 18; KD 4; hp27, 17, 10; 

THACO 17, #AT 2 claws. Dmg SA spells; SD all saves al *^2. 20^ magic resistance, 

exploding bones; ML 15; AL LE: DLA/74: spelts (as4th*level wizard): burning handi. magte 
mutiU, fhocking grasp, invisibility, u.'cb 

Baae draconians ay. AC 4; MV 6 or 15 (on all fours), fly 18; HD 2; hp 12. 11. 10, 9. 8. 3. 2: 
THACO 19; #AT 2 claws or I weapon; Dmg I •4'1'4 or by weapon type; SD 204 magic resist* 
ante, killing weapon sticks; ML 13: AL LE; DLA/74; long swords. 

Patrot 2: This is the second draconian patrol in search of Ahmoras. Silicis. the 20*hp 
sivak. has the potion of black dragon confrof and is polymorphtd into the form of a half 
elven fighter. The 33 hp sivak, Myshsn. currently resembles a Knight of the Sword. The 
kspak drscomans under their command wear standard battle garb 

Sivak draconians I2y AC 1: MV 6 or 15 ion al) fours), fly 18; HD 8; hp 33. 20; THACO 15; 
#AT 3 (claws and tailr. Dmg t-6/1-6'3'12; SD al) saves at *2 , 204 magic resistance; ML 15; 
AL NC; DLA7S. The sivaks consider themselves too important to risk in combat and will 
stay behind the kapaks If all the kapaks are slain, make a moral check to see if the sivaks 
fight or flee 

Kapak draconians AC 4; MV 6 or IS (on all fours), fly 18; HD 3; hp 15. IS. 6; THACO 
17; / AT 1 bite or 1 weapon; Dmg 1 >4 or by weapon type; SA poison; SD acid pool. 204 magic 
resistance; ML 15; AL LE: DLA/75; long swords The kapaks spend one round poisoning 
their blades before they attack. 

Patrot 2: This is by far the moet dangerous of the groupe to be encountered. Be sure to 
remember that some of the aurak's special attacks may affect his companions 

Shrsak WaJder. aursk draconian: AC “ I (with ring); MV 15; HD 8; hp 34; THACO 13; 

/AT 3 (claws and biteL Dmg M/1 4/ 1*8; SA fire energy blasts through hands it wo attacks 

per round, ld9 *^2 hp damage each, 60>yard range), breath weapon (three times per day, 20 

hp damage plus blindness, save applies. 5’ range), suggestian and mind control, spelts: SD 
save at * 5, 304 magic reaistanee. dimension door (three times per dayh ML 13; AL LE; 
DLA/73; spells (ss 8lhlevel wizard): rnlarge, shocking grasp. KSP, stinking cloud, blink, 
lightning bolt, /ire shields u/aU offirt, ring of delusion fspell turningK nngof protection 

Shraak has been successfully deluded by his ring and will attempt to use it if a spell is 
cast at him. If killed, he will use his lightning form to attack not only (he PCs but his own 
companions (whoever is closest). When Shrsak dies, his rings must save vs. magical fire, 
lightning bolt, and crushing blow or be destroyed. Shraak wears standard Dragonarmy 
battle garb but uses his change self ability to mimk Barachius. his mage companion, when 
he encounters the PCs. 

(continued on page 46) 


(the only good thing) is that the now* 
devastated wildeimeas ia relatively easy 
to travel through. 

In the northwest corner of Gnomevale 
is a tiny volcano known as Fodur's 
Point (area 6) surrounded by hilla and 
valleys. Small plants and bushes grow 
here, but there ia too little soil to sup* 
port trees or other large plants. 

Check for an encounter each time the 
PCa enter a new hex or remain station- 
ary for three hours. Encounters occur on 
a roll of 1 on ld8. 

Except for the wild dogs, all encoun- 
tered groups are unique. If a group is 
slain, it may never be encountered 
again. If an encountered group is not 
slain, it can be encountered repeatedly. 
IVeat encounters with slain groups as 
no encounter, or reroll if you prefer. 

Set Encounters 

1. Entrance to Mount Nevermind. 
This spot marks the place where the 
mechanical dragon broke out of of 
Mount Nevermind. Once it was the 
main entrance to the home of the 
gnomes, but now it U merely a gaping 
hole in the mountainside, llie PCs may 
return here at any time if they wish to 
rest or have their gnome devices fixed. 

2. The Wounded Copper Dragon. In 
this clearing is a wound^ copper 
dragon. Scatterspray, who was flying 
over the forest when she spotted the 
mechanical dragon. Ahmoras was al- 
ready aware of her presence and re- 
mained completely still. Scatterapray 
flew down to investigate and was 
quickly attacked and slam. Due to her 
ring of rtgeneraiion, however. Scatter- 
spray revived a short time later, but she 
can no longer fly as her wings have 
been damaged. One of Scatterapray 's 
claws is also ix\iured. thus limiting her 
to two attacks per round. 

Scatterapray is napping until her ring 
finishes its healing: the then plans to 
fly home and find some other dragons to 
help her slay the *' metal one.** Scatter- 
spray feigns death to avoid interaction 
with the party (she isn't in the mood for 
conversation). If the PCs investigate her 
body, she angrily warns them to leave 
her alone. If the PCs heal her. tell her a 
few jokes, or do something entertaining, 
she agrees to locate the mechanical 
dragon by air (once her wings have 
healed) and lead the party to him. Scat* 
terspray will not fight the “metal one** 


44 Issue No. 22 




UNCHAINED! 


penonaily and will not lend her ring of 
r€g€TierQtion to anyone. Scatterspray*a 
plan to destroy the dragon will take a 
few months to prepare <not long for a 
dragon), so it is of little use to the PCs. 

Scalterspray, adult copper dragon: 
AC -3; MV6<when hesled: 9. fly 30. 
jump dh HD 15; hp 66 (74 when healed]; 
/AT 2; Dmg ld6 + 6/5d4 +6; THACO 5; 
SA breath weapon { I2d6 6). spells, 
combat maneuvers; SD spells, combat 
maneuvers, 15% magic resistance; ML 
16; AL CG; MC; spells: cantrip, pkantat- 
mal force, i>entril 0 <iuism. 

3. The Corpses of the Knights. 
Unknown to Mamsh, many of the So- 
lamnic Knights have been cured of their 
disease since his visit. Six of them were 
sent, heavily armed, to find and slay 
‘the gnomes' dragon. ’ They were trav- 
eling along the Knights' Path when 
they saw a section of forest that showed 
signs of the dragon's passing. They 
followed the monster's path until they 
found him and attacked. Unfortunately, 
they lacked the power to defeat 
Ahmoraa and were slain Their bodies 
should be taken back to the Sotamnic 
castle so they can be given a proper 
bujial. Their weapons and armor should 
also be returned. If the PCs have the 
gnome bigwheel cart, they will be able 
to carry the bodies and armor without 
trouble. 

There are six human bodies and the 
corpses of their horses scattered about 
the clearing. Worn by the dead knights 
and strewn through the area are five 
suits of normal plate mail, one suit of 
Solamnic armor, three normal two- 
handed swords, a tufo-handed aword I, 
a long sword +2, a footman’a dragon- 
lancc *2, and five normal medium 
lances. If the PCs return the knights' 
bodies and all of the weapons, they will 
be very well received- Any PC Knight of 
Solamnia will gain extremely valuable 
social status in the knightho^. Any 
good warrior may gain honorary knight- 
hood. If the PCs return some but not all 
of the items or bodies, they will be ques- 
tioned by a priestess of Mishakal using 
a detect lie spell. If the PCs return none 
of the items, they will certainly be in 
trouble if the knights ever find out! 

4. Gully Dwarf Village. This gully 
dwarf settlement is populated by two 
families, the SooUhs and the Gulmphs. 

A few years ago. the gnome agricultural 


icontiBiMd from p«sr 44 ^ 

Dayana, female kagonesti dark elf: AC 0; MV 12; F7T7; hp 34; THACO 14. 1 AT 3^; Dtng 
by weapon type ♦USA backsUb. 5 16. D 19. C 11. 1 8. W 9. Ch 13; PP80%.OL 55%. PUT 
35%. MS 65% . HS 65%. DN 55%, CW 90%. RL ML 16. AL CE; bracer$ ofdeftriM AC d. 

; long tu»ord * I. potton of black dragon control Dayana ia completely loyal to the Dark 
Queen and will never betray her She wears standard Dragonarmy battle garb. 

Barachius, male human: AC 8: MV 12; red robed Wizard 7; hp U; THACO 18; /AT 1: 
Dmg by spell or weapon type. S 7. 0 16. C 9. I 15. W 8. Ch 10. ML 6. AL CS, staff, spelU. 
mogu miaaiU < ^ 41, /lomtng $phere ( x 2). mirror image, fly. item, dimension door. Barachius 
is a coward who will quKkIy change loyalties during battle if hii opponents seem to be 
winning. He stays behind as his companions charge mtc combat, or he uses his dimension 
c/oor spell to avoid physical confrontation. Barachius’s firat action during battle is to cast a 
mirror image spell on himselfiShraak will hide among these images). The wizard carries a 
traveling spell book (trapped with explosne runes) containing all his memorized spells 
Barachius's second and higher level spells have all been subjected to secret page spells (the 
command word is "paranoia") to resemble notes on alchemy. 

Tetcha, female human: AC 4; MV 12, cleric oflbkhisis 6; hp31; THACO 18; I AT 1; Dmg 
by spell or weapon type; S 14. D 12. C 14, 1 12, W 16, Ch 18. ML 16; AL NE; chain mail, 
shield, mace, spells, endure heat, pnjtecuon from good i * 2). sanctuary I x 2), barkskin, si- 
lenre IS' radiusi x 2). spiritual hammer, uyivrn cause disease, dispel magic. 

*T>tcha IS a strikingly beautiful young woman who w ill surrender to the party if her com* 
panions are killed. She agrees to join the adventurers and is helpful until Ahmoras is fouad. 
Then she attempts to win him to her side and destroy the party (but Ahenoraa will attack 
her). Tblcha claims to be a clenc of the neutral god Simon. 

Gully dwarf foragers: Those gully dwarves, led by one named Gurph. have been sent out 
to patrol the forest and look for food Unfortunately, they are loti and have no idea where 
their village it They have by pure chance avoided Ahmoras to far If treated kindly, they 
follow the adventurers around asking ' This way to village? * every five nunutes. if they are 
asked questions, they give whatever answer they feel is most liksly to get the PCs to uke 
them home ("You want dragon? Dragon in village!") They cannot convinced that the PCs 
do not know where the village is. If the PCs say anything that the gully dwarves do not 
understand, they look around worriedly, mutter to each other, then laugh loudly at 'Tunny 
joke you make!" 

Gurph, male gully dwarf leader: AC 5; MV 6; F5; hp 24; THACO 16; I AT 2 or 1, Dmg 1-4/ 
1-4 (rist/bite)or by weapon type; SD save at tw*o levels higher; ML 6; AL N. S 16. D 17. C 11. 

I 6. W 8. Ch 8; DL330; hand axe * 1. animal-hide armor equivalent l« leather A few years 
ago. a gnome who was researching gully dwarf inlelLgence asked Gurph two simple mathe- 
matical questions. Gurph guessed "One" for the first answer and **Two" for the second 
answer. He was inform«i that he was wrong; the answers were six and eight Gurph knows 
that gnomes are smart, soever since then he has answered "Sis" to sll questions to which 
he thinks the answer is one and "Eight" to all questions to which he thinks the answer is 
more than one. 

Gully dwarves (9i: AC 10; MV 6; HD 2; hp 11 each; THACO 19; /AT 2 or 1; Dmg M M 
(nsLhite) or by weapon type: SD save at two levels higher; ML 4; AL CN; DL3'30; wooden 
spears Few of the gully dwarves will fight any opponent; most flee until the danger is over. 
These dwarves are less useful thsn the iverage gnome invention, but at least they don't 
explode. 

Red Dragon: Inferno, a red dragon, was sent by Tbkhisis to find Ahmoras, which she 
quickly and eamly did. flying right up to the mechanical monster and greeting him. Inferno 
escaped Ahmoras'a aubM^uent attack without taking cntical amounts of damage (though 
one of her wings is broken*. She is not seeking trouble and tries to avoid combat if possible, 
but if (he party seems weak and visibly wealthy, her greed may overcome her caution. 

Inferno, young adull red dragon: AC -4; MV 9, jump 3: HD 14, hp 31 <71 when healed); 
THACO 7; /AT 3 plus special: Dmg ldlO*5'ldlO*5'3dl04S; SA breath weapon (10dl0^5), 
spells, combat maneuvers; SD immune to lire, innate spells. 30% magic resistance; ML 17; 
AL CE; MC; spells: charm person ( x 2). Inferno will not use her breath weapon unless she is 
reduced to 10 hp or fewer, as she fears it will attract Ahmoras 's attention. Inferno is looking 
for the third draconian patrol in order to relay her information U> it. Her first priority in 
combat is to charm any mages to prevent them from casting powerful spells. 

Wild dogs (4-16): AC 7; MV 15; HD 1 ♦ 1; THACO 19. /AT 1; Dmg 14; ML 6: AL N. These 
animals will not attack if the PCs are accompanied by the gully dwarf foragers They can be 
distracted by food. 


icofitiflued 00 page 46) 


DUNGEON 45 






UNCHAINEDI 



'ConUh\>e<l frt»m paifr 4.^' 

Solamnic Scratch Party: The^ knit^htu u«'rf«dii^tch<*d Ui find out uhat happened toth«* 
knt|{hu M*nt to s*lay Ahtnoras irw enci»unterUi They hdveconip)fte)y recnveml from the 
strength robb I nj< wjih which they were mfected. The knixhU aak the PC:* if they have 

Reen the k«t kniKhte and dewnU* them in detail If the K’h have iho htutie^ of iht* kni*thta 
'from area 3). they may jfive them to the neHirh party and «till rec«*ive all the henefita of re* 
lumini 2 the bodiea to cantle Uth WiHtan If the P(V cooperate fully in rt*tummi; the bodies and 
equipmtmt, the knijchia' lender Xortlhor. will offer to let them “btjrrow*’ the tira^ntarur 
carried by the firm party of km^htii. Xanthor muat r<*tum the bodies and equipment of the 
dead to castle Ulh WntUn but ma> be pen*U 2 ided toatlew sume ufhia Km^hta ofthe Cnmn to 
acrompanv the PC's on their quc*tit • if the DM ^ud^ce the partv in in need of hcipi 

Xamhor Kafton: A(‘0; MV »; Kn«ht ofthe^word 8; hp 52. THACO 13, /AT 3^2. Dmg by 
weapon type ♦ l.S 17, D 9. C 15, I 11, W U. Ch 15; ML 17. AL LG, mv Aoorfrt/ .uW *3. 
Solamnic armor. apelU cause hfiht u^furult * x 2i. tilrnce }S' raJiua 

HfgU Philanl: AC I, MV 9. Km^ht of the Crown S. hp59,THAC0 13. IAT32; Dmgbv I 
weapon type.S 15. D 15. C 15.1 U, W 10. Ch 14. ML 17; ALUi; !onti$uon{ *2,afufid ♦/. ! 

plate mail 

Knightaof theCrownf4»: A(* 5, MV 9; Krught of the Crown 1. hp41, 29. 28, 27: THACO 
17. / AT 1. Dmg by weapon lype;h 15. D 11,<’ 15. 1 IL W U.Ch 12, ML 16; AL LG; two- 
handed aword. chain mail 

Medium war hon>ea<bi A(' 7. MV 18. Hfl 2 + 2. hp 13, 12. 10 • *2»9. 6 THACO 19; /AT 
2; Dmg Lb Lb, ML 7. AL N. MC 

Ahmoraa: This encounter » *uppn«*d to make the PCn truly aware of the menace they face, 
not to kill them or the dragon Ahmoru is currently looking for the io>n ttf Cherry tsh tsee page i 
39 for details! He wants the icon hi*cauae he believes that it w*itl he iU>le to frt>e his mul from | 
His mechanical body and allow him to poMOM that of another dra«;on If the PCs are in posw*?^ I 
Sion of (he icon (from Plackitone at urea 5 1 . they will In* attacked by Ahrmiras without mercy I 
or reprieve h is pimsibk* to avoid combat by threats* mng to di'Struy the icon as Ahmoras does | 
nut know that it is indi‘atructihlv> Thii* is only a lempurnry solution, though. 

If the PC's do not have the icon. Ahmoras will not bt»(her to fight thvm for long A short 
(ime ago he was m a suicidal fighting freiuy, but now that he has thought of using the icon 
lo transferhis anuL he has become more cautious Due to his evil natun*. he i« unable to 
reaut the urge lucuuM* chaos ond di'struction among (he party. Thus, he usually makes one 
attack before fleeing Possible attack* include charging the PT* and trampling them or 
casting a rr>c* (o mud spell underneath the bigwhctl carl Before running this encounter, be 
sure to read Ah moras s statistics and background fully. U is important (o understand his 
attack methods and his motivations 


guild decided they would construct a 
compost heap in thia area The hug<» 
mound was a godsend to the two fami* 
lies, who moved hero from their forest 
huts to foa.st on garbage. The gulty 
dwarves have a good life, os 59.000 
gnomes produce enough edible w*agte to 
keep them well fed The Gulmph.n hnve 
also been experimentally raising rats as 
edible livestock. 

Unfortunately, the gnomes have not 
dumped their garbage since Ahmora.n 
escaped because they are too scared to 
go outside. The gully dwarves have 
been forced to go hunting and have had 
no luck 90 far. The villagers beg the 
party for food, but the PCs can never 
give them enough; the dw*arves w*ill cat 
until they are bloated if given the 
chance. If the PCs remain stationary for 
any length of time, a gully dw arf child 
attempts to pick the pocket of one of 
them (as a Isl-level thicO. Other chil 
dren wnll try to steal iron rations or 
other food 

If the PC's have found the gully dw arf 
foragers, they can leave them in the 
Village. The foragers w ill soon retmier 
the forest, however, as their village still 
needs food. They may be encountered 
again. 

Springshafi sniffs disdainfully at the 
village and ignores the other gully 
dw arves. He considers himself superior 
to them as he lives w^ith the gnomes, 
and is • civ’lized." as he says. 

(iully dw*arf males i24n AC 10; MV 
6; HD 2; THACO 19; /AT 2 or 1; Dmg 
L4 L4 (nstbiie» or by weapon type; SD 
save at two levels higher; ML 3, AL CN; 
DU3^30: spear 

(fUlly dwarf females i40i: AC 10; 

MV 6; HU 2; TH.ACO 19; /AT 2; Dmg I 
4 L4 <nst/bite^: SD save at two levels 
higher; ML 5; AL CN, DL3 30. 

GuMv dwarf children i I26u AC 8; 

MV 6; HD 1; / AT 2; Dmg 12 L2tnsL 
bilei; SD save at one level higher: .ML 2; 
AL CN:DL3'30. 

Shamon, male gully dwarf shaman 
AC 10; MV 6: HD 4; hp 24; THACO nil; 
/AT nil; SI) save nt two levels higher; 

ML 7; AL CN; DL3 30. Shamon never 
attacks physically but instead uses his 
**magic " (he swings a dead chipmunk 
over his head while chantingi. All gully 
dwarves in his presence have their 
morale increas^ by two points while 
Shamon is chanting. 


46 Issue No. 22 



UNCHAINEDI 



5. Blackstone. Here beneath e amall 
tree lies the now-insane Btackstone. Once 
a strong, charismatic young man. he is 
now old and tired. His insanity has 
brought him new vitality, though, and a 
fanalicaJ gleam is easily apparent in his 
eyes. He is waiting patiently for Ahmoras 
to wander by so he can kill the dragon. 

When Blackstone sees the PCs, roll 
his reaction on the Encounter Reactions 
table (2nd Edition DMG. page 103). 
Reroll his reaction every five minutes, 
as his insanity causes him to have an 
unstable personality. If Blackstone is 
friendly toward the PCs. he answers 
any questions they ask. If he is indiffer- 
ent to the PCs. he ignores them. If he is 
cautious or threatening, he warns the 
party that he is a powerful cleric of 
Thkhisis. If he is hostile, he grimly 
identifies himself as the Nightlord of 
Ihkhisis and begin chanting wildly. 
Blackstone never physically attacks. If 
the PCs ask him to come with them, he 
becomes permanently friendly and 
follows them around on their **quest to 
slay Ahmoraa." 

The first time Blackstone becomes 
friendly toward the PCs. read the fol- 
lowing to the players: 


With 8 sudden confused look on his 
face, the man beneath the tree looks 
at you as if he had never seen you 
before. Then a big smile creeps 
across his face. ''Well, you’re finally 
here.** he says. "I guess you'll kill 
Ahmoras for me. won*t you? Of 
course you willl'* He reaches into his 
robes and pulls out an ornamental 
statue of a dragon carved from black 
jade. ' This is the icon of Chemosh. It 
once held Ahmoras's soul before he 
animated that gnome machine. He 
wants to use it to transfer his essence 
into a new body. But watch out! He 
can sense its presence except when I 
hold it. Don't take it unless you are ; 
ready to Hght him for it! He'd do i 
anything to get this statue He hales 
his new body, you know." The man's 
smile turns into a snarl, "Ungrateful 
creature, after all the trouble 1 took 
animating him!" 


Blackstone: AC 10: MV 12; former 
cleric of Ikkhisis 11; hp 61; THACO nil; 
#AT nil; S 14. D 12, C 15, 1 15, W 5. Ch 
17; ML 20; AL LE; no ^lls. Black- 
stone's wisdom score was originally 16, 


but due to his insanity it has been drasti- 
cally lowered. Blackstone's only posses- 
sion is the icon of Chemosh (see page 39). 

6. Podur's Point. Several hundred 
years ago. a master craftsgnome named 
Fodur tested his greatest achievement 
here. He invented a machine that would 
mine and process ore. and he brought it 
here where he suspected there would be 
great mineral deposits. He started it up. 
and the machine dug deeper and deeper 
into the earth, successfully processing 
what ore it found. Unfortunately, Fodur 
could not get the machine to stop, and it 
tunneled until it reached a magma vein. 
This created the only known active (if 
small) volcano on Sancrist Isle: a 40'- 
wide opening with a lO'-high parapet, 
dropping 270' straight down into live 
magma. 

The gnomes proclaimed Podur a true 
gnome genius and have held his name 
in reverence ever since. Podur's Point is 
known as a great place to test geother- 
mal energy generators and to cook hot 
dogs. In addition, it is an ideal place to 
construct a trap for Ahmoras. If the 
area can be cloaked in illusion, such as 
by a haliucinotory Urrain spell, it is 


DUNGEON 47 





UNCHAINED! 


possible Ihat Ahmoras might be tricked 
into blundering into the crevasse. 

Fodur's Point rarely erupts but does 
give off a continual supply of toxic gas 
(which will not alTect Ahmoras nor be 
concealed from anyone else by any illu- 
sion!. Anyone who comes within 120’ of 
Fodur's Point will inhale the gas and 
must save vs. poison st ^2 each round 
or begin coughing uncontrollably, with 
the effects of a stinking cloud spell. 
Those who rolled a 1 for a saving throw 
will collapse and must be taken from 
the area or die in \ 4 rounds. Cnomcs 
who come here wear special breathing 
devices that only rarely suffocate the 
wearer 

Concluding the Adventure 

The party could attempt to defeat 
Ahmoras in several ways. A few of them 
are listed below with their possible 
consequences. Many of these methods 
make use of the icon ofChemosh. For a 
complete description of how Ahmoras 
reacts to the icon, see his description at 
the end of the module. 

1. The party bashes Ahmoras to bits. 
Though crude, this method is possible. 

If the party is powerful, it may locate 
Ahmoras (perhaps with Scatterspray s 
help) and destroy him in physical 
combat. 

2. The party melts Ahmoras in the 
volcano. TVicking Ahmoras Into falling 
into Fodur's Point is difficult but not 
impossible. Ahmoras is so obsessed with 
the icon of Chemo$h that he w*ould actu* 
ally jump alter it if it were hurled into 
the volcano. This would destroy Ahmor* 


as and make the icon inaccessible. 

3. The party builds a trap for 
Ahmoras (either by themselves or with 
the help of the gnomes). Getting 
Ahmoras into the trap is easiest if the 
icon of Chemosh is us^ as bait. IVaps 
could range fh>m huge pits to fields of 
mud. Don't let the party pass the buck 
and tell the gnomes to design the trap. 
If the gnomes begin designinga trap, it 
will be BO huge and complex that it will 
take years to construct. The PCs must 
organize and supervise the gnomes if 
they want the latter to build a trap. 

4. The party manages lo get a tinker 
gnome to ruin Ahmoras by taking him 
apart. This is a difficult way to defeat 
the dragon, as it is necessary to get the 
gnome instdt Ahmoras*s body in order 
to achieve success. There is an entry 
hatch in Ahmoras's back, but most 
tinkers will think of more interesting 
ways to get in (such as crawling down 
his throat, into the acid container). If a 
gnome manages to somehow get inside 
Ahmoras, he automatically causes IdS 
plus his tinker-gnome level in hit points 
of damage to Ahmoras if he attempts to 
tinker with the dragon's mechanisms. 
Due to the intense heat inside 
Ahmoras's body, the unlucky gnome 
takes 1-3 hp damage per round. Spells 
or magical items that protect from heat 
are a necessity if this plan to defeat 
Ahmoras is undertaken. 

5. The party attempts to transfer 
Ahmoras*s soul and slay him in his new 
form. This is possible only if the party 
has encountered and slain Inferno, the . 
red dragon. If Ahmoras transfers into 


Inferno's body (which he will gladly do), 
it is immediately restored to full health 
and takes on all of the aspects of 
Ahmoras 's original form. If the party 
does manage to slay Ahmoras in his 
new body, his soul is sucked into the 
Abyss by the icon of Chemosh (even if 
the party doesn't have it). 

6. The party attempts to negotiate 
with Ahmoras. Attempts to strike a 
deal with Ahmoras always fail. The 
dragon accepts no deals that do not end 
with him gaining the icon. Once he has 
the icon, he hunts down and kills In- 
femo. then uses the icon to animate her 
body. Then he attacks Whitestone by 
air. combining might and magic to de- 
molish the city. 

The poasibilities for subsequent ad- 
ventures are considerable. Now that the 
party knows the gnomes, they might be 
hired to deliver some technological item 
elsewhere in Krynn. And what of the 
icon? If it is still around, the PCs could 
go on a quest to find out how to destroy 
it. Or perhaps Ahmoras's spirit didn't 
dissipate hannlessly or return to the 
Abyss after he died. The dragon might 
find, to his surprise, that he can travel 
in spirit form, possess the body of an- 
other evil dragon, and seek out those 
who slew him. What if he is able to 
reenter his own body, now a buried 
skeleton, and animate it as an undead 
dragon? The party may be forced to 
fight him in this new form when they 
have reached higher levels (use the 
statistics for Dragotha on page 29 of 
DRAGON Magazine issue 1134). 


' Ahmoras 


INTELO-IGESCB 
ALIGNMENT 
ARMOR CLASS 
MOVEMENT 
HIT DICE 
HIT POINTS 
THACO 

NO, OF ATTACKS 

DAMAGE ATTACK 

SPECIAL ATTACKS 
SPECIAL DEFENSES 
MAGIC RESISTANCE 
SIZE 
MORALE 
XP VALUE 


Mechanical Form 

Exetption^ (!$} 

Chootu evil 
“2 
24 
20 
120 
5 

3 (ciaw-claw^bue? 

plui BpeciaJ (set pagx49> 

ld6*$.ld6*e.Sd6 
plus specie/ ($ft below} 

SpelU, charge, breafh weapon 

Immune tn eleetrietty. poison, ruet. normol mieedee 

See below 

G (68' bodr with SS' toil) 

Fearlees (h) 

23.000 


* Old black dragon. 44? years old at death 


Original Form* 

Except lonal (16) 

CAoo(ic evil 
•3 

12. fly 30(C), swim 12 
16 
96 
S 

3 (clauyclauMbitt) 

plus epecioi (see Monstroui Compendium) 

Id6*8/ld6*a/3d6*8 

plus special (see Monstrous Compendium) 

Srr Monstrous Compendium 
Set Monstrous Compendium 
60% (unit/ue ability} 

G (68’ body with SS tail) 

Fanatic (16) 

21000 

icontinued on page 4Sl 


48 Issue No. 22 







UNCHAINED! 


(RinliiitMKi from p^g9 48) 

SpetUr charm per»r>n, dtltcl magtc. feather 
fall, ihicld, invistbilUy, fog cloud, $tinking 
cloud, wtb, hiuie, $lou\ spectral force, di* 
menston door, minor globe of invulnerabtltty, 
cUudkill. transmute rock to mud <sp«IU may 
be used whether Ahmoras is in mechanical 
or live form). 

Ahmoros the dragon was one ofl^khisis^t 
fmest if most erratic servanU. Gifted with 
incredible brilliance for a black dragon, he 
exceeded the normal limilsof hit kind and 
obtained the powers of a lOlh level rene* 
gade wizard in addition to hit usual spells 

But Ahmoras was not a very dependable 
servant. Though brilliant, he was stubborn 
and unusually egotistical even for a 
dragon. Proud Ahmoras. leader of the black 
dragons, was tricked into an ambush and 

slain by seven adult copper dragonsduring 
the Age of Dreams. 

Ahmoros'a soul drifted into the Abyss, 
where he refused to make himself useful 
He brooded and planned revenge on the 
seven who slew him. As punishment for his 
uncooperative attitude. Ikkhiais trapped his 
Boul in an uninhabited region of the Abyss 
and forgot about him until Blackstone 
prayed to her. begging for a task to perform. 
TWkhisis, who disliked Blackstone. told him 

the location of the icon of Chemotk and set 
him the task of finding some way to resur 
reel Ahmoras. IkkhisU told Ahmoras he 
would soon be free, and he eagerly waited 
for hU return to life. He waited over three 
decades. How dare he be made to wait so 
long! He would return to life and rend 
Blackfftone limb from limb. Then, when hU 
queen had apologized to him, he might 
conaent to serve her. 

Suddenly Ahmoras was free from his 
pnson of jade. He awoke and found himself 
in a mechanical body! In his disonented 
state, he thrashed about wildly, mindlessly 
smAshing everything until he had escaped 
from the gnomes' mountain. 

Aflcr a few hours he could think again 
and surveyed himself. He was disgusted 

with the mechanical body that was bo ugly 

compared to his own. His queen had be< 
trayed him! He prayed to her. but the 
laughed at him. 'Perhaps now you will 
loam some humility!" Ahmoraa almost 
bowed down and begged forgiveness, but he 
didn't His pride restrained him. He swore 
revenge on Tkkhisis, on Blackstone. on the 
gnomes, on everyone. Then he began a 
rampage of wanton destruction. 

His rampage stopped a month later when 

he had an idea. If he could alay another evil 
dragon and regain the icon, he could possess 
that dragon'a body! He dare not attack 
Whitestone in hit quest for the icon, as the 

kmghta would surely destroy him. Ahmoras 

has convinced himself that Blackstone will 
return to try and slay him. By pure luck, he 


is correct Ahmoras hunts for Blackstone as 
he did before, but now iL is the hunt of a 
conscious and intelligeat beast. 

Ahmoras is now a huge marvel of gnom* 

ish technology. Though he can move with 
great speed in any one direction, making a 
90' degree turn takes him a full round. 
Ahmoras has 20 HD and saves as aueh. but 
he IS a clumsy fighter 
Ahmoras's mechanical breath weapon is 
amazing. A tube emerges from hii mouth 

(he cannot use his bite attacks at this limeV 

taking one round to fully extend. In the 
next round, he can fire a stream of acid 3' 
wide that extends 30*. The acid causes 
10d4 *5 hp damage (save vs dragon breath 
for half damage). There is a 25% chance 
that the acid of any particular shot is only 

soapy water Uhe gnomes installed one 
wrong tank. ) The breath weapon must be 
retracted ^taking one round) and reloaded 
(taking another round) before it can be 

reused The dragon must be etaticnary to 

fire bii breath weapon but can be moving at 
any other time. He can claw in the same 
round that he uses his breath weapon. 

For physical attacks, the dragoa can 
charge his opponents. All m hia pith must 
save vs. petrification at - 4 or take dl2 * 12 
hp damage. They must make an additional 
save vs. petrification, with no modifier, or 
be stunn^ for 1*4 rounds. If the PCs scatter. 


the dragon will be able to get only one or 
two of them ala time with (his attack. 

Ahmoras can also attack opponents with a 
claw/cUw'bite routine. Claw a od bite at* 
tacks are treated as described in the Mon- 
strous Compendtum. Ahmoras may not 
snatch (as he cannot fly l or wing buffet (his 
gnomish wmga don't work well). Kc can. 
however, use his tail to slap up to 12 foes 
behind him lDmg2d6e 12). Ahmoras can 
also kick as a normal dragon. 

Whenever Ahmorae is succeaefully hit and 
damaged by a weapon, his attacker makes 
an additional lo*hit roll (but no damage 
roll) if this second roll is also succeaeful, 

(he dragon has been structurally damaged. 
Rot) ld20. add the damage done, then con- 
sult the Dragon Mishaps table to see what 
happens to him. 

If Ahmoras is reduced to 0 hp. he col- 
lapses; anyone under him takes 2d20 hp 
damage. His eyes begin to glow brightly. 

and he regenerates physical damage at the 

rate of 1 hp per round. Once he reaches full 
hit points, he reanimates and attacks. The 
regeneration process may be halted by 
removing the two jade spheres in his eye 
sockets. Removing them also separates 
Ahmoras's spirit from his physical body. 

The jade spheres are worth 2,SH)0 gp each 
They may not be removed except when 
Ahmoras is comatose (at or below 0 hp). 


Dragon Mishaps 
IcUO * hit points 

of damage taken Structural damage caused 

02-06 Bells and whistles go off. 

OB* 10 Ahmoras is off balance and attacks at - 1 for 2*5 rounds. 

11*15 Ahmoras is off balance and attacks at ' 2 for 2*5 rounds 

1$*20 Ahmoras's tail is paralyzed for 3^ rounds. 

21*25 Ahmoras's head is paralyzed for 3*6 rounds. He may not uae hia breath w*eapon or 
bite. He may still cast spells (see MO. 

25-27 Steam blasts from Ahmoras'a wound, hitting the attacker for 4d6 hp damage. 

29 Acid sprays from Ahmoras's wound, hitting the attacker for 10d4 *5 hp damage. 

29-32 Smoke pours from Ahmoras's ears, affecting everyone withing a 20* radius os a 
f/rnking cloud spell Ahmoras sttaeki at * 1 for 2>£ hours but is not affected by 
the gas. 

33-35 Ahmoras's legs are paralyzed for 3^ rounds. He may not run or claw. 

36 Ibxjc gas pours from Ahmoras's wound, affecting all within a 20' radius (aave vs. 
poiaon or be overcome by nausea and fall unconscious: if save is successful, attack 
at ~4 for 3-6 rounds, no apell-castmg possible). Ahmoras attacks at ~ 2 for 2-S 
hours but la not affected by the gas. 

37*39 Ahmoras's internal workings jam. and he begins to hop up and down for 1-4 
rounds. While hopping, he can take no other action but may make one enuh 
attack per round. A succeaaful attack cauaea 2dl2 * 12 hp ^mage. Ahmoras nay 
hop 30' forward or 20’ in any other direction. 

40 * Major structural damage. Ahmoras may lake no actions for 2 5 rounds. Alarm 

bells ring deofeningly for 3-6 rounds, and spell -casters must save vs. spells at ~4 
or their spell concentration will be broken. Fire extinguishing foam sprays every- 
thing withm a 20’ radius. All attacks made (by either Ahmoras or the adventur* 
ersiars at -2 dus to slippery footing A disgusting odor radiates from the dragon's 
body m a 20' radius for two turns. Those in the cloud must save vs. poison or take 
no action until they are removed from the cloud. Those who remain in the cloud 
and make their saving throws stuck at “ 2. Purple dust sprays from the dragon's 
ears; the dust does absolutely nothing, but it looks nice. Q 


DUNGEON 49 






RANK 

AMATEURS 

BY JOHN J. TER9A 

“Somewhere ogre 
the rainbow....” 


ArTwom Dv HoMOwoy 


John T^rra is a freeJance writer who 
lives happily with his wife, Bllen» and 
children, Adrienne and John Iff, Some 
of hts past goming projects include eri’ 
tries tn WC7Caslle Grcyhawk and 
Monstrous Compondiums I and H. He is 
currently working on The Teen Tuans 
Sourcebwk for May fair's DC* HEROES 
gome~ Hts RPG grtiup playtested the 
following adventure, and the players are 
all recovering nicely at a local mental 
health facility. 

**Rank Amateurs*' is a D&D* module 
for humanoid PCs created with GAZIO 
The Ores of Thar Gazetteer It is in- 
tended for 6-8 players, preferably as the 
start of an all-humanoid campaign, 
though any humanoid PC of levels 1-3 
can he used. It ia preferable to include 
at least one *'bi^ gun" such as an ogre 
or troll, one thief oriented type such as 
a kobold. and a shaman or w'icca. Access 
to GAZIO is required. Those who want 
to truly do justice to the latter part of 
the adventure should also have access 
to GAZ3 The Principalities of Glantri. 

The DM is encouraged to read the 
GAZIO Player *8 Guide iPfri thoroughly, 
especially the sections dealing w ith the 
condition of weapons and humanoid 
skills. All reference.^ tn this hook are 
listed by page number. For extra fun, 
the DM should consult the Weapon 
Defects Chan (PG. page 421 for specific 
weapon problems. 

For Ih© Dungeon Moster 

Flooshpragh la the name of the new* 
village that serves as the horde center 
for the Rude Mongrels, a trihe made up 
of the odds and ends of various gobli- 
noid races. It is situated in Upper 
Bugburbian territory, but fortunately 
Chief Mmm-Ruhf (an ogre) is on groal 
terms with bugbear Tribal Chief OhrV 
end is owed a favor by the latter. Of 
course, any bugbears in the Mongrel 
tribe may very well be spies for Ohr'r 
In any case, the Mongrels^, due to their 
unquestioning acceptance of all w ho 
wish to settle with them, arc very popu- 
lar with loners and anyone wanting a 
fresh start in life. 

Unfortunately, the number of strag- 
glers recently has swelled the ranks to a 
truly unmanagable number, lb make 
matters worse, a dozen of Chief Mmm 
Buh!'s more disgusting relatives are 
moving into the horde in a fortnight. 

The Chief has to come up w*iih an idea 


50 Issue No. 22 




RANK AMATEURS 



to deplete the ranks of the lower eche* 
Ions, but in a way that will |pvc him 
power and prestige 

The PCs are low*level types whom the 
Chief has declared expendable, though 
they do not know this. Mmm-Buh! feels 
like annoying his neighbors in the Prin- 
cipalities of GUntri. The PCs are led to 
believe that they are envoys for the 
Chief, delivering a declaration of war to 
the Glantri village ofTVintan. 

Though at first glance this adventure 
seems to be a trash the-player scenario, 
it is not The PCa deser\’o a chance to 
avoid the painful deaths awaiting them. 
Throughout this module there are sub- 
tle clues showing the PCs that Not All 
Is As It Seems. These clues should be 
delivered in an olThand way, without 
unduly alerting the PCs to their signifi- 
cance. If the PCs are smart enough, 
they will realize the significance of 
these hints. If they are obtuse and 
sloppy— well, it was nice knowing them. 

While it is true that humanoids are 
relatively stupid, they do know how* to 
handle themselves in battle and other 
dangerous situations. This skill comes 
from sheer paranoia, a natural gift for 
violence, and an aggressive nature. It 
should be emphasiz^. however, that 
even though humanoids are the "he- 
roes. ' there is no reason for the adven- 
ture to disintegrate into a mindless 
mess of killing, looting, burning, and 
pillaging of MFCs Some N PC ft are 
mde^ deserving of relatively unpleas- 
ant treatment, but it will be obvious 
who they are. and even these instances 
should Ik handled with class and good 
taste. Make sure to strike a balance 
between the humorous aspect ("Human- 
oid heroes? Come on now!*’» and the 
serious aspect (these PCs are being 
cruelly set upi. 

If any player who rolls up a bugbeor is 
interest^, his PC can be a spy for 
Tribal Chief Ohr r. There can be only 
two such spies in the party, and they 
each start off with one good weapon and 
10 gp. Any PC who has a Knowledge 
skill (PG. page 35 1 such as tribal cul- 
ture. homeland terrain, etc. can make a 
roll to see if he knows the Rude Mon- 
grels* history and universal appeal as 
well as the state of affairs between 
Chief Mmm-Buh! and IVibal Chief 
Ohr’r. The only bit* of information that 
he cannot know are the Chiefs real 
plans for the party and (he fact that the 
Chiefs revolting relatives are due to 
arrive soon. 


Mission Impossible 

Read or paraphrase the following to the 

players: 

You all are hanging around one of 
the cookfires in your native village of 
Flooshpragh. warding off the win- 
ter's chill and discussing important 
matters such as: How many evil 
spirits can dance on the head of a 
pin? and: If an elf falls down a pit in 
a quam* and no one is around to 
hear it. does it make a noise? These 
philosophical arguments tend to be 
resolved by a few strategically placed 
blows in certain appropriate areas, 
and even now the punches are begin- 
ning to fly. So absorbed is everyone 
in this intellectual discourse that you 
fail to see the Head Garbage Picker. 
Harrideal the kobold. striding pur- 
posefully tow'srd your conversation 
pit. 

He strikes the smallest one in your 
group on the head, unrolls a mouldy 
scroll, and begins reading in a pom- 
pous bellow: **Be it known dst on dis 
day. da following garbage has been 
picked to a duty of great importance 


to da royal, abominable, terrible, and 
very* unpleasant Almighty Chief 
Mmm-Buh! The below-mentioned 
garbage is expected la report to His 
Chiefness on da double or yer 
lungs'll be ripped out!" He rolls up 
his scroll, spins on his heel, and 
gestures for the group to follow him. 

The hut of Chief Mmm-Buh! is 
dark, dingy, and very smelly. The 
Chief is perched on a throne made of 
a pile of rocks and dcadw'ood skill- 
fully arranged to look like a heap of 
stones and branches. The Chief is the 
biggest ogre any of you have ever 
seen. Behind him. ready to attack 
any enemy, real or imagined, stand 
hi* BIX troll bodyguard* Seated here 
also are Hamdeal; Ooku Sepp. the 
hobgoblin shaman; and Scratch, the 
goblin chief scribe. 

The Chief clears his throat, a proc- 
ess that take* two minutes, and 
speaks. "Okay, youse guys! Lissen 
up. CU2 yer gonna do sumpin* dat will 
give ya heaps o' glory! Dose stoopid 
hoomin types up in Glantri are tryin' 
to muscle in on our turf, bringin' in 
der godless wizards an* fat mer- 


DUNGEON 51 









RANK AMATEURS 



chanU to (Settle on our frontiers! We 
ain't gonna take dis lyin' down! It's 
war. an youae guys are gonna be da 
dips ... uh ... da diplomats an' 
deliver to doeo guys in da village of 
IVintan a challenge to fight. 

‘"Jes* take a diplomatic pouch to 
der number one honcho an' wait fer 
der answer. Don' worry, diplomats 
get sumpin* called immoonity, 00 dey 
won* kill ya. Do dat an* come back, 
an* we'll give ya all some gold an* 
stuff like dat. In fact, go to Eb Neez. 
our supply chief, an* get da special 
equipment y a gonna need. 

"Youae are ordered ta take da 
marked trail. Da goin's is easier an’ 
you might makeyerselves useful by 
attackin' any stoopid hoomin mer- 
chant caravans. Da trip takes a cou- 
ple a days, so make sure ya stop at 
da Sign of da Lost Lunch, a neat inn. 
Keep yer ears open dere fer any good 
infermation. I’ll pay ya extra ifya 
gets any useful news. You has my 
permission ta do a bit 0 * adventurin' 
an* explorin' if da opportoonity 
presents itself. If youse guys do 
everyting right, ya can keep any 


neat stuff ya find! Now gid outta 
here before I change my mind and 
assign ya some javelin-catchin* 

dooty!** I 

' 

The PCs are escorted lo Eb Nee* the 
Scrounge, the gnoll supply chief, and 
left alone with him. Eb is expecting 
them and has their equipment and 
weapons laid out for them to take. If the 
Weopons Defects Chart *PC, poge 42> is 
used, make a note of which gets 
which weapon. The inventory includes: 
--2 swords — 1 club 

— 1 battle axe —1 hammer 

— 1 dagger — I bow 

—2 msces —24 arrows 

—2 suits of leather armor lone kobold 
size, one ore size) 

^2 suits of chain mail tone ore size, one 
ogre size) 

suit of plate mail logre size) It falls 
to pieces the first time the DM rolls the 
exact number needed to hit the wearer 
Of course, the group can salvage the 
bits and use them as partial armor. 

«*2 shields (one with the same disadvan- 
tage as the plate armor) 

—8 backpacks (empty; one has an unno- 
ticed small hole) 


—2 coils of so* of rope (one coil is defec- 
tive and will break if used to support 
the weight of more than one ore-size or 
two kobold-size creatures) 

—a pouch with 10 gp. 20 sp. and 30 cp 
—a map of the area to be traveled ("Da 
Map”) 

— ^a letter of credit entitling the group to 
free room. food, and drinks at the Sign 
of the Lost Lunch, a humanoid-run mn 
on the road to IVintan 
—a diplomatic pouch, sealed with a blob 
of green goop. that supposedly holds 
Chief Mmm-Buh!*s declaration of war (it 
actually holds 2 lbs. of a vile, smelly, 
unidentifiable glop). The PCs are in- 
structed not to open this pouch on pain 
of a relatively unpleasant death. 

If there are more PCs than weapons, 
armor and equipment, too bad! Only a 
successful use of Intimidation or Bawl- 
ing skill (PG, pages 36 and 38) will 
sway £b to give over one additional 
item. Such tactics work only three 
times. If attempted a fourth time, a 
half-dozen ogre bodyguards come in and 
beat up (but not kill) the PCs. then kick 
them out of the supply hut and hastily 
send them off 

Chief Mmm-Buh! (an unusually 
large ogre): AC 5; HD 5 4^2; hp 39; MV 
90 (30’); #AT 1; Dmg by weapon type; 
Save F5; ML 12; AL C; XP 150; BD/35. 

HarrideaJ (kobold): AC 7; HD hp 
3; MV 90'(30*); /AT 1 weapon: Dmg by 
weapon type *1; Save Normal Man; 

ML 8; AL C: XP 5; BD/32. 

Ooku-Sep 1 1st-level hobgoblin sha- 
man): AC 6; HD 1 ^ 1; hp 7; MV 90’<30 ); 
/AT 1; Dmg by spell or weapon type: 
Save FI; ML 10; AL C; XP 15; BD/31 
and MD/21-22. (!>oku-Sep has no spells. 

Scratch (goblin senbek AC 6; HD 
1 - 1; hp 5; MV 90(30*); /AT 1; Dmg by 
weapon type; Save Norma) Man; ML 9; 
ALC: XP 5: BD/31. 

Troll bodyguards (6): AC 4; HD 
6+3*; hp 22 each; MV 120(40'); #AT 2 
clawa/1 bite: Dmg 1-6/1-6/110; SaveFO; 
ML 10; AL C; XP 660; ER/66. 

Eb Neez the Scrounge (gnoll): AC 6; 
HD 4; hp 22; MV 90 (30 ); /AT 1 
weapon; Dmg by weapon type 1; Save 
F4; ML 8: AL C; XP 50; BD/30. Eb is 
very greedy and miserly, hating to part 
with any of his precious equipment. 

Ogre bodyguards (6): AC 5; HD 
5 **^2; hp40 each; MV 90 (30'); lAT 1 
club; Dmg by weapon type +2; Save F5; 
ML 1 1; AL C; XP 160; BD/35. 


52 Issue No. 22 








RANK AMATEURS 


Hit the Road. Jack! 

As the sun sets, the PCs depart on their 
hazardous mission. The entire tribe 
(which has been let in on the chiefs 
neat plan and sworn to secrecy) has 
come out to give them a rousing sendofT. 

The PCs may notice that their rela* 
tives are wearing black while wailing 
and gnashing their teeth. A black cat 
crosses their path as they walk below 13 
vultures perched on a nearby tree. A 
gong bongs 13 times, a nearby mirror 
cracks, and the tribal flag is flying at 
half mast. Perceptive PCs may feel that 
something is wrong. 

According to the DdtD Expert Rule- 
book, the party moves overland at the 
rate of its alowest member. This move- 
ment rate per turn, when divided by 
five, gives the number of miles per day 
that can be covered. When traveling off 
the road, the party's mileage is two- 
thirds the normal rate. Roll for random 
encounters once in the raoming, once at 
noon, and once at night. An encounter 
occurs on a 1 or 2 on ld6. If an encoun- 
ter is called for, roll ld8 and consult the 
Random Encounter Ihble. 


ends of his arms and turn the ale 
spigot with his snout. When he sees 
you, he grins a broken toothed smile 
and welcomes you, introducing him- 
self as the proprietor and asking 
what you wish to order. 


The PCs will be safe here as long as 
they behave, which is unlikely to be 
long. Even if they are on their good 
behavior, the rest of the patrons most 
certainly will not be! Lookma is friendly 
and properly subservient, as the letter 
of cr^it impresses him greatly. If any- 
one buys him a drink, he may tell how 
he lost his hands juggling axes on a bet. 
Everyone else here is out for blood and 
a few cheap laughs at someone else's 
expense. For each PC, roll IdlO and 
consult the following table: 

Inn Mishap Table 

1: Six yellow ores from the YUP horde 
recognize the armor and weapons of 
their fallen comrades and attack, no 
questions asked. Everyone else bets on 


the outcome of the fight. 

If this mishap never happens, eight 
YUPs will engage the PCa in a tavern 
brawl at the end of the evening, since 
their tribe and the Rude Mongrels are 
intense rivals. 

Yellow orca (6): AC 7 (leather): HD 2: 
hp 10 each; MV 120'(40M; iAT 1 
weapon; Dmg by weapon type (sword >; 
Save F2: ML 11; AL C; XP 20; BD/35. 
Their equipment is in good shape, and 
they each have 5 gp. 

Note: if the party did not pick up any 
of the YUP equipment from the tiger 
beetle random encounter, use mishap 92 
instead. 

2: Balch, an ogre, challenges the PC to 
a drinking contest using the Constitu- 
tion skill (PG, page 3d). He has a Con- 
stitution of 17. The first person to fail 
loses one possession. Balch owns a large 
club, a shield, and 23 ap. 

Balch logrek AC 5; HD 4-^ 1; hp 30; 
MV 90 (30'); #AT 1 club; Dmg by 
w*eapon type **‘2; Save F4; ML 11; AL C; 
XP125; BD/35. 

3-4: A kobold tries to steal one item or 
10 coins from a PC victim. The thief 


At the sign of the Lost Lunch 


Your journey finally takes you to a 
haven of rest, a sprawling three-story 
inn called the Sign of the Lost Lunch. 
Posted outside is a board that reads: 

SIGN Of Lost LUNCb- 
LookMa NoHaNbs, pnop. 

No bean fcat 
Sbintz Must b€ wonN 
No bwanvz, dvz. on palfliNGs. 
€XCfpt ON l€€sb 

No booMaNS aliowcp except 
fon Rich Kaotic typz 
NO sweanlN aioub 
Bewane uv naNOOM vIoieNce 
No pnozletyziN* 

Opening the door reveals a smoky, 
smelly, dark, loud taproom where 
humanoids of all races congregate for 
drinking, eating, drinking, gaming, 
dnnking, gambling, dnnking, brawl- 
ing. and drinking. Behind the bar is 
a gnoll dressed in a greasy apron. 

The most unusual feature of this 
fellow is his lack of hands. You are 
impressed by his ability to move 
mugs around with the hooks at the 


Random Encounters 

1: Tiger beetles, giant i2h AC 3; HD 3 1; hp 13 each; MV ISO'iSO*); / AT I bite; Dmg 
2-12; Save F2; ML 9; AL N; XP 60; 6D/26. This pair of tiger beetles ambushed an ore patrol 
and U er\|oying a light snack. If the party igruires them, they close in u> acquire more food. 
The four dead ores have two suits of leather arm<v, one suit of chain mail, one shield, two 

good swords, one good speor. one dagger. 12 gp, 34 sp, 55 cp, and a potion of healing. The 
shields and armor ore embluoned with a tribal symbol. A Knowledge roll <PG. page 35) for 
tribal culture skill reveals that the symbol repreoenls the Vellow Ugly Pignoses (YUPs). a 
yellow ore herds that is a fierce rivsl of the Mongrels This encounter happens only once. 

2-3: Traders (4): AC 5; HD 1; hp 4 each; MV 90 (30 ); /AT 1 weapon; Dmg by weapon type; 
Save Normal Man; ML 7; AL N; XP 10: BD 34. They are escorted by eight fighters (AC 5; 
Fl: hp 7 each; MV 90'(30’): /AT 1 weapon; Dmg by weapon type; Save PI. ML 9; AL N; XP 
25). This caravan is composed of four wagons, each pulled by two horaes sod occupied by one 
trader and two fighters. The traders ore armed with short swords, the fighters ore orm^ 
with long swords, and both groups wear chain moil. Loot consists of type A treasure. The 
caravan's reactions ore rolled with a *2 penalty due to basic human diotrust of humanoids. 
In battle, the traders will not join the fray unless four or more of their escorts ore slain. 

4: Stupid caravan: As /3 above, but these traders were too cheap to hire an escort. They 
are very anxious to avoid conflia and will give the PCs up to 75^ of their wares, as well as 
rumor /2 from the rumor chart oo page 54 If pressed for mere, they launch a desperate 
attack This encounter happens only once. 

5-6: Bugbear bullies (8l: AC 5; HD 3**^ 1; hp 17 each; MV 90’(30>. / AT 1 weapon; Dmg by 
weapon type 1 (battle oses); Save F3; ML 9; AL C; XP 75; BD'Z? These bugbears are 
members of IVibai Chief OhrV's clan arui ore here to shake down poaoershy for money They 
ore satisfied only oiler taking 90% ^ the PCs' coins (50% from any PC bugbear) If a PC 
bugbear is a spy for Ohr> and somehow lets the bullies know this, no money is taken from 
that PC. 

7: Troglodytea (Bh AC 5; HD 2*: hp 10 each; MV 120140 ); /AT 2 claws/1 biU; Dmg 1-4/ 
1-4/1-4; Save F2; ML 9; AL C: XP 30; BD/38. All troglodyte encounters ore scouting parties 
from subterranean lands. They have no treasure During battle, however, they secrete an oil 
that the PCs And really neat. It sort of reminds them of home cooking 

8: Giant shrews i4>: AC 4; HD 1 *: hp 3 each; MV 180'(60'): /AT 2 bites; Dmg 1-6/1-6; Save 
Fl; ML 10; AL N; XP 13; BD36. When this encounter is rolled. Id4 ~ I PCs step on some 
loose earth, causing them to fall 4’ into a tunnel full of hungry shrews. Unfortunately, the 
Broken Lands ore infested with such geological flaws! 


DUNGEON 53 








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must roll hts Dexterity (17) or less on 
ld20. On a roll of 1 or 20. the victim 
detects the attempt. 

Kobold: AC 1-. HD hp 4; MV 
90'(30’>: lAT 1 weapon: Dmi; by weapon 
type (abort sword); Save Normal Man; 
ML 6; ALC;XP5; BD/32. 

5-6: The PC is challenged to a Bawl- 
ing contest (PG, page 38i with Ikky* 
Nikky, a gnol). The gnoll htA a 
Charisma of 16. The bawlees are a 
group of four kobolds. The first contest- 
ant to fail a skill check must buy every- 
one a round of drinks (at a cost of 30 gp). 
]f the loser will not or cannot buy. he is 
attacked by all 45 customers, who force 
him to sleep outside for the night. 

IkkyNikky (gnollh AC 5; HD 2; MV 
90 (30 ); /AT 1 weapon; Dmg by weapon 
type (long sword); ^ve F2; ML 6; AL C; 
XP20: BD^O. 

7*9: A brawl breaks out for 2-20 min- 
utes (no more than one brawl per hour). 
Each PC fights one humanoid with the 
same statistics as the PC. The battle is 
nonfatal. using the unarmed combat 
rules on page 23 of the Rxptrt Rulebook. 
If any PC goes looking for more victims, 
he gets one similar to the first opponent 
but with one extra hit die. 


10: A PC is invited to join a dice game 
with five goblins, all of whom have 
Gambling skill and Charismas of 14. 
They play 3-12 (3d4) games for a pot of 
3-30 sp per game. The winner of each 
game is the one who rolls the highest on 
ld20. A successful mil against the 
Gambling skill (PG. page 38) gives the 
roller a bonus. If the PC loses, he 
must pay 6 sp per game. 

While in the taproom, each PC picks 
up 1-4 rumors. Roll Xd8 and consult the 
following chart: 

Rumor Chart 

1: **You come from Chief Mmm-Buh!? 
What a guy! He just loves attacking hie 
enemies without giving them any warn- 
ing!** (True) 

2: * 'There be a small abandoned fort to 
the northwest. They say that there be 
lots of treasure and neat stuff there, but 
the risk be big. too!" (True) 

3: "Dere is a small fort nearby. It iz 
abandoned becuz sum stoopid ol* dragon 
ate everyone dere and still du 2 it today! 
Stoopid dragon! Probably tinks da fort 


is its long-lost baby or sumpin! Stoopid 
dragon!** (False) 

4: **A whole lot of elves and wizards 
from Glantri are patrolling the trail 
that leads south from Trintan." (False) 

5: * Hee Hee Hoe!! 1 heard dat ol* Chief 
Mmm-Buh! is gonna play a neat practi- 
cal joke on dc^ Ttintan wimps! If it 
works, he'll get lotsa respect an* pres- 
tige from da other chiefs " (True) 

6: **Man. those humans in Trintan 
don't mess around! They hate goblin 
races and are just aching for a reason to 
bash any of our kind!" (True) 

7: "Chief Mmm Buhl! What a guy! 

Salt of the earth! When they were defin- 
ing honor, they had him in mind!" (Very 
False) 

8: "I hear dat da Rude Mongrels are 
gonna be gettin* in a whole lotta rela- 
tives of da Chiefs! Dat tribe is gettin’ 
too big ta feed itself Somethin's gotta 
give!" (True) 

9: "There's a group of real dumb half- 
lings north of here, between us and 
Trintan. They is so easy to fool." (False) 
10: "King Thar is working on a new 
book called /Ting Thor's Monuol of Good 
Conduct: Second Edition." (False! 


54 Issue No. 22 




RANK AMATEURS 


The evening ends in the usual drunken 
hutnanoid go^ fellowship* with most 
arguments and hatreds fas well as dead 
customers) swept aside as everyone joins 
in a grand old taproom singalong. 

Among the featured songs: *Tm a Hu> 
manoid and I'm Okay*' ("I raid al) night 
and I sleep all day"), *'Minety-Nine 
Dwarven Skulls On the Wall." end the 
potentially fatal "If You're Nasty and 
You Know It, Stab Your Friend." Afler 
this, everyone turns in. 

There are extra tough iron locks on 
the bedroom doors, and the beds are of 
passable quality Each room has a win- 
dow that can be barred from the inside. 
The rooms each accommodate four 
medium-size guests. 

But the YUPb are not fmished with 
the PCs quite yet. In the hour before 
dawn, four YUPs attack each of the 
PC's rooms. This is a battle of life and 
death, the YUPs being fanatical about 
their tribal rivalry. Use the same yellow 
ore statistics provided in Tbvern Mishap 
/I. Any PC with the attribute skills of 
Instinct. Alertness, Hear Noise, or Odor 
Scentmg (PG. pages 37-38) automati- 
cally gets a roll which, if successful, 
enables the PC to be awakened (getting 
initiative) by the sounds of the YUPs 
coming into the room (they stole the 
master key from Lookma). 

Small Inconveniences 


Leaving behind the warmth, compan- 
ionship. and bloodshed of the Lost 
Lunch, your intrepid little band 
strikes its way down the trail that 
stretches across the wastelands. 
Monotony seta in again, and it seems 
painfully likely that everyone is on 
the verge of having another '*philo- 
sophical discussion" when you see a 
group of eight small figures riding 
ponies and leading three pack ani- 
mals. They are 200 yards ahead, and 
apparently they see you too, because 
they are waving and calling. 


The strangers carry no visible weap- 
ons. A.^k the PCs if they would like to 
close in. If they refuse to get closer, the 
strangers shout out an encouraging, 
respectful greeting. If even this fails to 
sway the PCs, the strangers shrug and 
ignore them also. Should the party 
indeed close, continue the description: 


As you draw closer, the identity of 
the riders becomes clear. They are 
halflings! The eight little people, all 
clad in leather and warm clothing, 
wave cheerfully and shout out: 
'‘Good sirs, let ub trade! We have 
many goods to interest the likes of 
you!" The presence of several casks 
of ale lashed to the packhorses pro- 
vides a further temptation. 


The halHinga let up camp and begin 
cooking some savory stew and rolling 
out barrels of ale. It is the aim of the 
halfUngB to drug the PCs and rob them 
blind or. failing this, to sell them defec- 
tive and false goods. The "traders" 
carry the following items, which they 
offer for sale at the prices listed: 
—potion of htaling: 10 gp (sugar water) 
—potion of giant strength: 25 gp (also 
sugar water) 

—glowing magical sword: 50 gp (a 
phosphorous-coated, unbalanced blade) 
— 50-gp diamond: 50 gp (nice glass, but 
that's all) 

— U'c/Ki of trap detection: 75 gp (a var- 
nished twig) 

^rtng of u-ater walking: 100 gp (a nice 
brass ringi 

—black wolf-fur cape: 60 gp (actually, 
it's rat hair) 

—loaded dice: 10 gp (they're perfectly 
normal dice) 

—warm, waterproof boots; 50 gp (they 
leak profusely) 

— wcM^ sculpture of a dragon: 70 gp 
(termite-ridden) 

—guide to speaking the language of 
Glantri; 5 gp (all the phrases are hope- 
lessly wrong, being the most insulting 
and disgusting in that language) 

Besides selling bad merchandise, the 
halflings tell the PCs about the legend- 
ary Fort Boastt and how there is much 
gold and other treasure there. They say 
that the old fort lies to the north off the 
main trail. The halflinga give the party 
this information, not out of the go^ness 
of their hearts, but out of the hope that 
the poor suckers will buy the halflinga* 
defective equipment in order to go ad- 
venturing at the fort. The halflinga plan 
to catch up to the PCs at the fort and 
scavenge from the dead. 

The halilings have three casks of ale. 
They drink from the first cask, which is 
untainted, and let the party drink from 
the other two. Roll a secret Constitution 
check for each PC for each hour spent 
drinking. Any PC who has the Drinking 


skill (PG. page 35) rolls against half his 
Constitution. Those who pass their rolls 
are not aware of anything uTong unless 
they are suspicious of poison. Attribute- 
related skills that can be used to detect 
something amiss are: an appropriate 
Knowledge field of study. Instinct, and 
Odor Scenting (PG. pages 35-38). 

There is enough ale for each PC to 
spend four hours drinking. At the end of 
the four-hour period, all who failed their 
Constitution checks fall into a deep 
sleep for the next eight hours (unless 
roused). During that time, the halflings 
take the PCs' armor, weapons, gold, and 
anything even remotely useful. Anyone 
who did not succumb to the poison is 
attacked by all eight halflings wielding 
clubs. They do not wish to kill, so dam- 
age is noniethal 

Of course, the party may very well 
decide to throw aside any semblance of 
civility and thrash the halflings, taking 
all their booty. This ia considered appro- 
priate behavior for humanoids. 

All the gag items are labeled as if 
they were the real thing. Unfortunately, 
each horse's pack holds a nasty temper^ 
ferret that has been trained to attack 
any nonhulfling who opens a pack. 

Ferrets (3): AC 5; HD 1; hp 4 each: 

MV 150 (50'); AT 1 biU; Dmg 1-4; Save 
FI; ML 8: AL N; XP 10; BD/30. 

The hainmgs* real treasure consists of 
800 gp. 1,245 sp, 2.331 cp, six rubies 
worth 100 gp each, two hottU axes ^ i. a 
two-handed sword a war hammer 
*^2, four potions of healing, a suit of 
man size chain mail * 1 , and a wand of 
magic defection, all of which are cor- 
rectly labeled— in the halfling tongue! 
The eight ponies and three packhorses 
are a versatile prize and can be used os 
mounts, beasts of burden, or tasty 
snacks. 

Halflings (8): AC 7; HO 2; hp 10 each; 
MV 90'(30'); lAT 1 weapon; Dmg by 
weapon type: Save Halfling 2: ML 9: AL 
C; XP20; BD^31 Each halfling has a 
dagger, short sword, and club. The half- 
lings are taking the trail bound for 
Darokin. They had also hoped to run 
into some not -too- bright humanoids and 
swindle them. If they survive this 
encounter, the halflings continue on 
their merry way. However, if the half- 
lings outnumber the PCs, they will 
follow the party, staying one hour be- 
hind them at all times, waiting for the 
humanoids to strike it rich so they can 
swoop down and rob them. Nasty little 
wretches, aren't they? 


DUNGEON 55 







Note: ir the party has not taken the 
trail and has consequently avoided this 
encounter, make it their next random 
encounter. 

The Haunted Ruins of Pori Boastt 


Though the trail here turns to the 
northwest, a second trail, almost 
obliterated by age, stretcKes north- 
ward. Could this be the way to that 
legendary ruin, Fort Boastt? 


If the PCs follow the northbound trail, 
read the following: 

The stark, tumbled ruins of Fort 
Boastt. formerly a bugbear outpost, 

' are enough to snap everyone mind 
back to serious matters, The very 
area radiates an ominous feeling of 
disaster. There is a single watch- 
tower still standing, surrounded by a 
I few walls (one of which abuts the 
I remains of a barracks) and lots of 
' rubble. The only vegetation in the 
area is made up of wilting gray and 
brown weeds and a few dead trees 
that still cling to the rocky soil. 

There are no signs of animal life 
except for a solitary vulture that 
stares balefully at your party. 


This place was abandoned 75 years 
ago after a group of bugbears performed 
s cowardly deed and enraged Bartzi- 
luth, their god of strength and bravery. 
The Immortal cursed the place, and all 
proper bugbears in Upper Bugburbia 
shun the area despite their belief that it 
is a minor storehouse of treasure. What 
good is w'calth if you've been turned 
into a piece of beef jerky? Any PC bug- 
bear with the Knowledge skill of Tribal 
Lore (PG, page 36) automatically knows 
the story. Any PC of another race must 
make his roll in IVibal Lore. 

1. Ruined Barracks. First Level. 
The door sticks, requiring a Strength 
roll to open. An Intelligence roll shows 
that this was once a barracks. 

The room has been reduced to a 
shambles. Heaps of rubble are every- 
where. Each wall is pierced with 
arrow slits. One set of stairs goes up 
and one set goes down. 


Under a pile of rubble in the north- 
west corner of the room lie four inhabit- 
ants who are very much alive. 


56 l&sue No 22 
















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Pit vip«rs(4); AC 6; HD 2*; hp9 
each: MV 90(30 ): #AT 1 bite; Dmg 14 
+ poison; Save FI; ML 7; AL N; XP 25; 
BD/37 (snake). The have no treasure. 

2. Ruined Barracks, Upper Level. 

On the outside of the building, a 
ramp made of rubble leads to the 
second floor. At the top, a boulder 
seals off a gap in the wall from ca- 
sual visitors. 


This is the lair of Jerk, a hill giant. 

He lives in the upper level of the bar- 
racks, using the ramp to get up here 
and the boulder as his front door (the 
original door is long gone). Since this is 
an alhhumanoid adventure, Jerk will 
not attack immediately. In a perverse 
manner of speaking, the PCs are like 
longJost ''little cousins.*' a term that 
Jerk will use if his reaction to them is 
favorable. He has moved into this level, 
sealing off the staircase leading down 
and the hole in the wall by massive 
boulders, each requiring a Strength roll 
(at penalty) to move. 

Jerk loves food and wine, and may be 
bribed by such. If he is given large 
amounts of both plus the promise of 
treasure, and his Monster Reaction is 
Immediately Friendly, he will join the 
PCs as a henchman, though if he is 
verbally or physically abused, he under- 
goes another reaction roll. Note: If Jerk 
joins the party, add one more creature to 
every multiple*a‘eature encounter, 
adding the extra beast to the type of 
monster that has the greatest number 
already (e.g., if the party encounters 12 
rats and a wererat, add one extra rat, 
not an extra wererat). 

Jerk (hill giant): AC 4; HD 8; hp 39; 
MV 120W): #AT 1 club; Dmg by 
weapon type; Save F8; ML 8; AL C; XP 
650; ER/50. His treasure consista of 
2,105 sp, 1,028 gp, 477 pp, a spear +2, a 
suit of human-size leather armor *2, a 
potion of healing, a potion of inifisibihty, 
and a ring of protertion + /. This is all 
hidden in a hole under the rock that 
blocks the down stairway. 

A trapdoor in the northeast comer of 
the ceiling leads to the roof. Up there. 
Jerk has a stash of 24 boulders to hurl 
at his enemies. There is no ladder. Jerk 
is big enough to grab the lip of the open- 
ing and pull himself up. 


3. Tbwcr, Ground Level. 

The door is stuck [requiring a 
Strength roll to openj. As you enter, 
the odor of freshly turned earth as- 
sails your noses. There is also the 
smell ofbodies both living and dead. 
The room looks bare save for the 
arrowslits in the walls, the stairs 
heading ominously downward, and 
the ladder leading to a trapdoor in 
the ceiling. 


There is nothing of any consequence 
in here. The stairs lead down to the 
area 8 in the underground complex. 

4. Ibwer, Second Level. 

The trapdoor is stuck, like the door 
at area 3. As you push the trapdoor 
open, you notice many strands of 
webs crisscrossing the room and 
catching the light streaming in from 
Che arrowslits. There are some 
vaguely humanoid -shaped lumps in 
the webs. The north wall has a 3'- 
wide hole in it The ladder you 
climbed continues up to another 
trapdoor in the ceiling of this room. 


A giant black widow spider rests at 
the X and scuttles to the trapdoor as 
soon as it is opened, trying to surprise 
the first PC to pop up. The three lumps 
are ores, but the only salvagable items 
are a dagger, 45 gp, 63 sp, and a good 
pair of boots. 

Spider, giant AC 6; HD 3*; hp 12; 
MV 60(20'), in web 120'(40'); #AT 1 
bite; Dmg 2-12 * poison; Save F2: ML 
8; ALN;XP 50; BD/38. 

5. Tbwer, Third Level. 

This level has the usual arrowslits 
and the ladder continuing ever up- 
ward to another trapdoor. There 
seems to be some nesting material 
jumbled in the rallers. 

Scrawled on the east wall are these 
words in hobgoblin: 

BarUilu th 's curse for our cowardice. 
We die but do not rest 
Away from sunlight to the depths 
below, 

if you know what^a good for you, 
you better not go. 


Hidden in the rafters are eight 
stirges. Their nest contains a potion of 
healing, a ring of identify , six rubies 
worth 500 gp each, and 23 sp. 


A ring of identify enables its wearer to 
correctly identify. 95*)i of the time, the 
exact properties of any six items every 
24 hours. The item must be grasped in 
order for the ring to work. The ring 
identifies itself to its wearer as soon as 
it is put on. Note that a cursed item 
appears to be a legitimate item of value. 

Stirges (8): AC 7; HD 1*; hp3 each; 
MV 30 (10 ), flying 180 (60'); #AT 1; 

Dmg 13; Save F2; ML 9; AL N; XP 13; 
BD/38. The stirges fly out of the arrow 
slits in order to hunt. 

6. Ibwer, Top Level. 

It smells bad up here. There is guano 
all over the floor, and twittering 
sounds come from the raflers. The 
ladder continues upward. 


Four giant bats reside here, though 
sharp PCs will pick up on this. 

Bats, giant (4): AC 6; HD 2; hp 10; 
MV 30(10 ), flying 180'(60’X #AT 1 bite; 
Dmg 14. Save FI; ML 8, AL N; XP 20; 
BD/25. They have no treasure. 

The ladder leads to a stuck trapdoor 
that opens out into the fresh air of the 
roof. There is much rubble up here, but 
this high perch affords an excellent 
view of the countryside. One can see an 
enemy miles away. If the halflings are 
following the PCs, secretly roll for any 
PC up on the roof against any skill that 
may alert him to the danger. 

7. Covered Well. 

- ^ 
This stone-rimmed well has boards 
covering its mouth. Some of the 
boards have been chewed through. 


It takes flve minutes to pry all the 
boards away. The air that billows out is 
mildewy, and a disgusting green growth 
dings to the welPa sides. Anyone at- 
tempting to use Climbing skill (FG. 
page 37) to descend does so at a *2 
penalty. The well shaA leads to area 20. 

Port Boastt^The Underground 

8. Barracks, Lower Level. 

Descending the stairway, you see two 
dozen beds and footlockers. What is 
more disconcerting is that 10 beds 
still have figures lying in them, the 
covers drawn over their faces. 


DUNGEON 57 











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The figures are the skeletons of 10 
bugbears that were cursed all those 
years ago. Now they do in death what 
they fail^ to do in life: be vigilant and 
brave, fighting and killing all intruders 
without quarter. 

Skeletons aOh AC 7: HD l;hp4 
each; MV 60'(20'); #AT 1; Dmg by 
weapon type; Save Pi; ML 12; AL C; XP 
10; BD/37. The skeletons are armed 
with short swords but have no other 
treasure. 

9. Armory. 

The air is still and quiet in here. 

There are four torches set in sconces, 
one in each wall. Running along the 
walls are shelves that hold a variety 
of weapons. Quite a find! 


This was the armory, and it still holds 
some good weapons. There are two 
swords (one long and one short), two 
daggers, a mace, two spears, two pole 
arms, a battle axe. two quivers with 12 
arrows each, and a two*handed sword. If 
the DM wishes, up to half of these weap* 
ons may be defective iPG. page 42). 


10. Ibwer, Cellar Level. 

The air is stale here, and death 
hangs all around you— literally. 
There are skulls, partial skeletons, 
and other gruesome trophies nailed 
to the walls. The floor is a carpet of 
bones and skulls. Even more disturb* 
ing. the bones look as if they have 
been gnawed. 


It gets worse. Any PC who investi- 
gates the bones closely and makes an 
Instinct check (PG. page 37) notices that 
the gnawing has been done in patterns. 
An intelligent creature did this, not 
some animal. The wererat in area 22 
was here ei\}oying a repast and gnawed 
the patterns on the bones as a way to 
alleviate the boredom while wailing for 
his next meal. 

11. Chiefs Room. 

The heavy oak door before you is 
locked and has a halfling skull 
mounted on it at eye level. A mes- 
sage is sera w* led on the door lin the 
bugbear language, of course): 


**Cheefs Rume. Dont cumm inn un* 
les u r invitid. Nok an tok into da 
akull." 

The room beyond the door is quite 
comfy. The floor is covered wall to* 
wall in rugs made from polar bear 
akins. A brazier hangs over the plush 
bed. presumably for warmth. A crude 
writing desk has been placed against 
the east wall and holds some parch- 
ments in clear sight. The statue of a 
bugbear in battle armor stands men- 
acingly in front of the south wall. 


This was the bugbear chiefs room 
One parchment, written in bugbear, 
says: ' Okay, so we messed up. We 
turned an* ran when attacked by dat 
group of elves, dwarves and halflin's. 
Okay, so dey only outnummered us two 
ta one. Dose are okay odds for tough 
fighturs like us! But no, we ran back to 
our comfy fort, cuz wo were all bleeding 
too much. So, Mighty Bartziluth gives 
us all da double whammy curse, an* 
now we gotta wander aroun* an* guard 
da place, livin' but kinds dead too. ya 
know? But hey, oV Bart, he's a nice guy 
an' set dat all anyone’s gotta do is ta 


58 Issue No. 22 












RANK AMATEURS 



kill da dirty rat dat is f^onna aumday 
move into our fort even dough we are 
Buppoosedly guardin* it. so I guess we're 
gonna be failures in death as we were in 
life, huh? So» anyways. If any fellow 
bughear or udder goblinoid types can 
kick out da dirty rat dat mov<^ in. an* 
toss his body down da well, den we kin 
rest in pieces and da neat types dat did 
da favor will get lotsa valooable cash 
prizes! Good luk. an* since Tm now a 
guard in my own fort. Vm really lookin' 
forward to my dead body killin* ya real 
good, real soone. After all. I’m closer 
den u link! Signed, Chief Heltu * 

The other parchment is a map of the 
lower level of fort C**Da Bas'ment^i. 

Anyone who tries to move the statue 
should make a Strength roll. If the PC 
is successful, the statue swings away 
and a secret door opens. 

12. Treasure Room. 

As the stone secret door swings open 
with a loud grating sound, you are 
ama 2 ed to see a large pile of gold, 
silver, gems, and other loot glisten- 
ing under the light of a half-dozen 


torches burning with what is obvi- 
ously magical light. There does seem 
to be one thing barring your way 
from all of this treasure, though: a 
dead bugbear who bears an uncanny 
resemblance to the statue in the 
Chiefs room. 


It's the Chief, all right. He’s a zombie, 
transformed by Bartziluth. His hoard is 
there for the taking, if the PCs can 
defeat him. Of course, they can always 
run away and fight another day. 

Chief Heltu fzombie): AC 8; HD 5; hp 
38; Move 9000'); /AT 1 sword; Dmgby 
weapon type ^3; Save F5; ML 12; AL C; 
XP 50; BD/39 (this is a nonstandard 
zombie). Chief Heltu is using a tiro- 
handed sword ^3. 

The treasure consists of 3.264 gp. 
3.933 sp. 1 1 diamonds worth 300 gp 
each, two potions of healing, a potion of 
heroism, a ring of invisibility, a halfling* 
size suit of leather armor +2, a dagger 
+ / , a shield +2. a wand of fear, a flying 
carpet, a scroll of protection from mogic. 
and the two-handed sword *3 wielded 
by the zombie chief. 


If the lucky PCs can kill off Chief 
Heltu. the '‘dying’' zombie says, “Nice 
goin*. guys! Nothin' personal, right? 
Now do me a favor an* get da dirty rat 
dat has moved in. Aaarrgghhh!'* If the 
PCs have already slain the wererat 
(area 22). the Chief says everything 
except the last sentence. 

13. Shaman's Room. 

A sign on this locked oaken door 
reads. “Shaman Thnc. Chief Priest of 
Fort Boastt. No visits without an 
appointment. Confessions at 10:00, 
absolutions at 1:00, inquisitions 
whenever no one expects them.” 
There is a small slot in the door for 
donations to the poor box. 


Inside, a bed even richer than the 
Chiefs dominates this comfortable 
room. Even after all these years, the 
smell of incense still hangs in the air— a 
smell like a backed-up sewer at low tide 
(yep. that's the favored incense of bug- 
bear shamans, all right!). Varioua mysti* 
cal symbols are drawn on the walls, and 
a locked cabinet stands against the 
south wall. 


DUNGEON 59 














RANK AMATEURS 


Any shaman in the party will recog- 
nize the symbols as incantations of 
great power beyond his meager under- 
standing. The only other interesting 
thing is the cabinet. If the PCs get it 
open, read the following: 

The hinges squeak as the doors of the 
cabinet creak open. Inside are only 
two things: something that appears 
to be a rattle decorat^ in odd colors, 
and the grinning head of a bugbear. 
The head focuses its eyes on your 
group and speaks: 

‘^Greetings, intruders! You didn't 
make an appointment, did you? Bwa- 
ha-haf Then die, foolsl*’ The head 
flies off the shelf and begins swoop- 
ing around the party, cackling 
menacingly. 


Yes, this is Shaman Thnc. He was 
truly cursed and now exists as some- 
thing that could be called a "*flying 
head." He intends to pass his bad for- 
tune on to the PCs as best he can. Each 
PC must make a Saving Throw vs. 

Death Ray or flee from the room in 
gibbering fear for 1-6 turns. Those PCs 
who make their Saving Tltrows may 
choose to attack the head. 

Shaman Tanc (dying head): AC 3: 

HD 3; hp 24: MV flying 120 (60’): lAT 1 
bite * curse; Dmg 1-6; Save F3; ML 10; 
AL C; XP 395; new monster. The sha- 
man head can curse one PC per round 
as well as biting a victim (they need not 
both be the same PC). The curse mani- 
fests itself as either a new physical 
detail (55% chance; PG, page 31) or a 
new unfortunate legacy (45% chance; 

PG, page 46 1. 

If anyone attempts to touch the so- 
called rattle (it's a gri-gri; see GAZIO 
''Dungeon Master’s Booklet" (DMB), 
page 8; any PC shaman will recognize it 
as such), the offender loses one point 
from any one attribute, randomly deter 
mined, before the gri-gri loses its power 
All curses and afflictions are permanent. 

14. Supply Rooms. 

You see a room that shows clear 
signs of abuse and looting There are 
heaps of rubble everywhere, and an 
occasional startled rat darts out from 
the piles. 


These areas have been looted and 
ruined, but in each room there is a 15% 
chance per PC of finding one of the 


following; backpack, 50' rope, tinderbox, 
lantern, large sack, small sack, mallet, 
six iron spikes, chalk, blanket, bedroll, 
four-man tent, wineskin. 

15. Guard Room. 

Obviously once used as a barracks, 
this large room has been reduced to a 
place of junk. Splintered cots and 
torn -up pillows lie strewn every- 
where, with chicken feathers cover- 
ing every surface. The north wall has 
an elaborately engraved door made 
of solid iron. 

The place smells bad even by your 
standee. The eight mouldy-looking 
bugbears who are shuffling toward 
you with sightless eyes and slack 
jaws may have something to do with 
the aroma. 


The PCs get the first strike against 
these bugbear zombies, who are the 
corpses of cursed garrison soldiers. 
There is no treasure here. 

Bugbear zombies (&Y. AC 8; HD 2; hp 
10; MV 90(30'); I AT 1 claw or 1 
weapon; Dmg 1-8 (claw) or by weapon 
type (sword); Save Fl; ML 12; AL C; XP 
20; BD/39. The weapons are rusty, but 
only PCs get penalties for using them 
(see PG. page 42). 

16. Shrine. 

The iron door leading into this room 
is locked. Engraved on the door's 
surface are scenes of the torture and 
sacrifice ofhalflinga to a bugbearlike 
Immortal. It is a beautiful and rare 
work of art that w*arms your heart. 

Entering the room, you are amazed 
at the reddish glow that lights up the 
place. In the northwest corner, on a 
three-tiered dais, is the statue of a 
bugbear Immortal with an altar of 
black basalt at his feet. The entire 
eastern wall is decorated with a 
plaster fresco showing hordes of 
bugbears defeating an army of elves, 
dwarves, and Kalflings. 

Paying homage to the statue are 
two bugbears, but they look rather 
odd. Their fur is falling out, and the 
flesh beneath is a sickly gray color. 
They sport fangs the likes of which 
are not seen during a bugbear's nor- 
mal life. Their eyes bum a feral red. 
and their filthy (even by humanoid 
standards) fingernails reach out 


hungrily toward you. They do not 
stand up straight but lope hunched 
over toward you. 


The statue U of Bartziluth. The bug- 
bears are ghouls, changed to this state 
by Bart himself. Now they spend their 
days pleading to hie image for mercy. 

All these years of fruitless pleading 
have gotten them a bit angry, and they 
would just love to lake out their frustra- 
tions on someone. 

If the plaster fresco is chipped away, a 
secret door is revealed in the middle of 
the eastern wall. Furthermore, any PC 
who puts an offering of at least 10 gp on 
the altar will receive *<* 1 to his hit and 
damage rolls for one hour. If some wise 
guy PC steals this offering when no 
one's looking, he is permanently 
changed into a ghoul like the others. 
Any PC who actively worships BarUu- 
luth and makes a sacrifice gets 1,000 
XP in addition to the combat bonus. 
There ia nothing of value in the room. 

Bugbear ghouls (2); AC 6; HD 2*; hp 
10; MV 90 (30 ); #AT 2 daws/l bite; 

Dmg 1-3/1-3/1-3 * special; Save F2; ML 
9; AL C; XP26; BD/30. 

17. Crypt. 

The double doors leading into this 
room are heavy stone. Inside, the 
place is unnaturally co]d«*90Cold 
that you can see your breath. 

Twenty -seven atone coffins are lined 
up in rows. They're not the carved 
stone works of art that those wimpy 
humans use, but slabs of rock stuck 
together in rough semblances of 
rectangles. Ibn of them, unfortu- 
nately, have been broken open— from 
the inside. The place is quiet, like 
crypts are supposed to be. 


Any PC attempting to open the door 
must make a Strength check. There are 
10 bugbear skeletons lurking behind 
the intact sarcophogi, ready to spring 
out at the PCs once they enter the room. 
This is more of Bartziluth's work. 

Bugbear skeletons (10): AC 7; HD 1: 
hp 4; MV 60 (20 ); #AT 1; Dmg by 
weapon type (sword); Save Fl; ML 12; 
ALC; XP 10; BD/37. 


60 I$$ue No. 22 











RANK AMATEURS 


18. Guard Room. 

This gloomy room conUins three 
cots, two tables, eight chairs, two 
flagons on each table, a set of dice on 
onft table, and a key ring with a 
•ingle iron key on it hanging from a 
hook on the east wall. Two unlit 
lanterns hang from ceiling chains. 


This room belonged to the guards who 
kept an eye on the prison area to the 
north (area 19). The prison door is iron 
and has a big padlock on it. The key on 
the east wall opens the door. 

19. Prison. 

A stale blast of air assails you as you 
open the door. It smells like an elf 
crawled in here and died. You're stand- 
ing on a stone plateau, beyond which 
is a 30' drop to a vast chamber with 
damp walls. A 35' ladder ties across I 
the plateau. A small pool o[ water lies 
below in the northeast comer. Dancing 
around down there are two short skele- 
tons and two elf-size skeletons. They 
look up at you with their hcrrific sock- 
ets and open their mouths in a noise' 
leas scream of defiance. 


Prisoners were tossed into the pit. its 
slimy walls making escape impossible. 
When the place was cursed, six pris- 
oners (three elves, two dwarves, and a 
halfling) were left here to die— which 
they did. They, too, were cursed and 
became akeletons. Two of thorn, a dwarf 
and an elf skeleton, have cl imbed up the 
plateau and lurk just below the edge. If 
anyone gets too close to the brink, the 
skeletons make a grab for ankles and 
toss their victims into the pit. Each 
skeleton must make a U>-hit roll to 
obtain a grip on a single PC. If a 
grasped K fails to roll his Strength or 
less on 1420. he is dragged over the 
ledge and plummets screaming off the 
plateau, taking 3d6 hp falling damage 
an well as automatically losing initia- 
tive against the skeletons at the bottom. 

Skeletons (6): AC 7: HD 1; hp 3 each; 
MV 60 (20 ); /AT 1 claw; Dmg 1-6; Save 
FI. ML 12: AL C; XP 10; BD/37. Despite 
their size difTerences. all of the skele* 
tons have the same statistics. 

The pool of water is a well Hlted with 
green, slimy water. Anyone who drinks 
or immerses himself in it stands a 75^ 
chance of getting a disease of the DM s 
discretion. 


20. Rancid Well. 

The well shaA from the surface opens 
into this room. A rancid pool of water 
sits directly under the shaft. That 
leaves 10' of open air between the 
end of the shaft (set into the ceiling 
of this room) and the well proper. The 
water is a sickly green, but that is 
not your worst problem. The creature 
w*alkmg on the ceiling is. 


This is a rhagodessa that has taken to 
hunting down here. There is nothing 
else of consequence here, except that 
the water has the same nice qualities as 
that in room 19. 

Rbagodeasa: AC 5; HD 4 ^2; hp 22; 
MV 150(60 ); /AT 1 leg/1 bile; Dmg 0 + 
suckers/2-16; Save F2; ML 9; AL N; XP 
125; ER/55. Use the same strength 
procedure outlined in room 19 to deter- 
mine the chance for a victim to free 
himself from the rhagodessa's euckers. 

21. Kitchen. 

Oh joy! Oh bliss! Could it be? Yes! 
Sides of beef! Links of sausage! 

Wheels of cheese! All of it fresh and 
ready to eat! And could that be a 
cask of ale lying in the northwest 
comer? Yes, it is! This is a kitchen, 
which even someone with Ihe brains 
of a small soap dish could tell Judg- 
ing by the battered cookware, the 
two bread-baking ovens, and the two 
ftrepits. There's even some cutlery 
here, rusty but servicable. 


The food is both preser% ed and cursed 
by Bartziluth. Roll ld6 to determine the 
effect on anyone who ingests food from 
this room. 

1 : Embarrassing gas noises for the 
next 24 hours, so loud that they can be 
heard 40' away. 

2: Singing oft key for the next turn. 

3; Weakness. All die rolls at ~ 1 for 
the next 12 houra. 

4: Pointer's curse. Victim points at 
one object every five seconds, loudly 
declaring what it isCTloor! Sword! 
Boot!"). This lasts for one hour. 

6: Severe nausea. Failing a Constitu- 
tion check meanft the victim is wracked 
by intense stomach pains, unable to do 
anything for one hour. 

6: Fall asleep, snoring loudly, for the 
next two hours, not waking up for 
anything. 


22. Great Hall. 

In its day, this must have been a 
truly wondrous feasting halt. The 
tattered remains of bugbear banners 
line the walls, and there are large 
fireplaces to the east and west sides 
of the room. Several long oak tables 
and dozens of chairs He in splinters 
on the floor. Skulking about is a thin 
human in ratty clothing, surrounded 
by 12 giant rats. He sneers and 
points at you. 


The young man. named Will Erd, is a 
wererat. He commands the giant rats to 
attack the party and lakes thal round to 
transform into a mon-sise rat. 

Will Erd (wererat): AC 7 (9 in human 
form); HD 3*; hp 18; MV 120'<40'); /AT 
1 bite or weapon; Dmg 14 or by weapon 
type; Save F3; ML 8; AL C; XP 50; BD/ 
33 (ly cant hr ope). 

Giant rata (12): AC 7; HD ^h\ hp 2; 
MV 120(40'); /AT 1 bite; Dmg 1-3 + 
disease; Save Normal Man; ML 8; AL 
N;XP 10;BD/36. 

Will Erd is the "dirty rat" whom the 
party must defeat in order to end the 
curse on the fort. If the PCs have made 
excessive noise coming in here (a loud 
feeding frenzy in the kitchen, for exam- 
ple), the rats will be hiding, and Will 
Erd will try to lull the PCs into lower- 
ing (heir guard before he signals the 
rats to leap out and attack. 

Hidden in the east fireplace is a sack 
with 25 gems (each worth 50 gp), a 
potion of healings a ring of invuibility, 
and a Bling *2. 

Will Erd is the "dirty rat" whom the 
party must defeat in order to end the 
curse on the fort. If the PCs have made 
excessive noise coming in here (a loud 
feeding frenzy in the kitchen, for exam- 
ple). the reU will be hiding, and Will 
Erd will try to lull the PCs into lower- 
ing their guard before he signals the 
rats to leap out and attack. 

Hidden in the east fireplace is a sack 
with 26 gems (each worth 50 gp). a 
potion of healing, a ring of inuUibility, 
and a sting *2. 

Concluding the Fort 

If the PCs are victorious against Will 
and lose his remains down the well (as 
they were told to do by Chief Heltu's 
note), the ghosts of all 40 bugbears 
appear and thank them. Furthermore, 
Chief Heltu's spirit appears and says, 


DUNGEON 61 








RANK AMATEURS 



'*Thanks for clearin' out my fort! Great 
Bartziluth is so impressed wit ya dat he 
sent me to tell ya dat your chief is pul- 
lin' a fast one. Tkke dat for what it's 
woriT' He then disappears forever. 

Should the PCs desire to continue on 
their mission to IVintan in spite of Bart- 
ziluth's warning, don't try too hard to 
dissuade them. In fact, a truly mean 
DM can wonder aloud whether anyone 
can trust a dead bugbear to tell the 
truth. 

Of course, if the PCs choose to heed 
the ghostly warning, the question of 
what to do next arises. The PCs can go 
anywhere in the Broken Lands that 
they wish. There are several other 
places on the map that may provide 
some entertainment fsee "Continuing 
the Adventure"), but the DM should 
make sure that the PCs have at least 
been able to advance in level before 
going off exploring on their own. Con* 
eluding the fort ia a good stopping point 
to allow PC level increases. 


Welcome to Glontrl— Who's Your 
Next of Kin? 

If the PCs decide to continue on their 
diplomatic mission to Trinlan. read or 
paraphrase the following: 

It's sunset, and at long Iasi your weary 
bunch arrives at the village of IVintan. 
Situated on a hill and surrounded by a 
wooden palisade, it looks well de< 
fended. This opinion is reinforced 
when two dozen guards dressed in 
chain mail and siuxoacs emblazoned 
with IVintan's colors, all bearing cross- 
bows and long swords, pour out of the 
gate to challenge you. "Halt, nasty 
unwashed humanoids! What business 
do you have among honest folk?" the 
squad leader demands. 


It will take some heavy convincing to 
persuade the guards to let the PCs into 
town. Mentioning that they bear tidings 
from a powerful chief, and that their 
mission is a diplomatic one, will most 
likely sway the guards into being at 
least cooly courteous. A PC with Servih 
ity skill <PG. page 36) may wheedle 
permission for the party to enter In any 
case, a Reaction roll should be made, 
and each PC can try hie hand at it. If 
the guards relent land they should 
eventually^just make the PCs work at 
it), they insist that the PCs not draw 
any weapons while in the village ilf 
Jerk accompanied the party, he must 
remain outside the palisades^no ifs, 
ands. or butsi) They are given directions 
to the Dog and Bone, a low -class inn on 
the river front, and told that they have 
an appointment with the village lord for 
the next morning at three hours after 
sunrise (9:00 AM). 

If the party tries to fight the gate 
guards, an alarm sounds and another 60 
guards arrive in 10 rounds to reinforce 
the first group. 

Gate guards: AC 5; FI; hp 8; MV 
60'(30'); #AT 1 weapon; Dmg by weapon 
type; ML 9; AL L; XP 10. 

Unknown to the PCs, the guards send 
two human thieves to tail the group 
through the city. 

Thieves (2Y. AC 6; T2; hp6, 5; MV 
120*460'); #AT 1 weapon; Dmg by 
weapon type; ML 8; AL N; XP 15. They 
are armed with short swords and have 
25 gp each. The PCs can discover the 
thieves only with a succeaaful roll on a 
skill that can help them realize are 
being followed, and if either thief fails 
his Hide in Shadow's roll (15^ each). 


Also, a contingent of 12 guards ore 
never more than two rounds’ traveling 
time from the party, though they re- 
main unseen, relying on silent signals 
from the two thieves. These guards 
have the same statistics as the gate 
guards. 

Curious PCs may go shopping in the 
village, buying common items found in 
the P/ayrr’s Handbook and being as* 
sured of their quality. They could buy 
clothing (though this may be tough for 
ogre-sizc PCs!) and perhaps even horses. 
They will be treated with fear and sus- 
picion at beet, outright hoelilily at 
worst. All prices have a 5M markup 
due to their race. Many people flee in 
panic w hen they appear, and mothers 
hide their children. 

Trintan Key 

1. Main Gate. The only gate into 
Trintan is open from daw'n to dusk. It is 
usually manned by six guards, having 
the same statistics as the gate guards. 

2. ^ign of the Dog and Rone. This 
less-than respectable inn is three stories 
high. Food and drink of average quality 
are served here. 

3. Raoul's General Goods. This is 
probably the only establishment that 
will wail on the PCs. Any common item 
from the various D&D rulebooks can be 
bought here at 50^ markup. 

4. Island Portress Castle. This is the 
PCs' ultimate destination. It is garri- 
soned by 200 fighters with the same 
statistics as the gate guards. 

5. Constabulary. This building is 
manned by 24 guards having the same 
statistics as the gate guards. Any PCs 
who misbehave will be confined here in 
cells with iron bars. 

Thh Is Diplomacy? 

If the PCs behave in Trintan (never 
assume it), there are no incidents but 
they remain under surveillance every 
minute that they are in town. The inn is 
a nasty sort of dive, but it is opulent by 
humanoid standards. There are 10 
horses in the inn's stables, a fact that 
the PCs may want to file away for fu- 
ture reference. There may be a tavern 
brawl or two at the DM's discretion, and 
if the City Guard is summoned, the PCs 
automatically get the blame. They ore 


62 issue No. 22 






fmed 20 gp each and thrown into jail 
(area 6) overnight. Otherwise, the night 
paaaea without event. 

The next morning, a group of guarda 
equal to twice the number ^ PCs np- 
pears at the inn to escort the group to 
the village lord. These guards have the 
same statiatica aa the ones at the gate. 
The PCs are led acrom the metal gates 
that span the Veeubia. onto an island 
castle-fortreas in the middle of the river 
After numerous security checks and 
paperwork, the party is led into the 
great hall of the lord. 

You step onto a red carpet and into 
vast hall of cleverly worked atone. 
There are 40 guards in the place, 
their halberds, crossbows, and long 
ewords nonchalantly cradled in their 
arms. At the end of the red carpet 
stands a vast dais, and atop it ails a 
man in elegant robes. He is rather 
chubby and his nose is red. Gray hair 
tumbles down his shoulders, and hU 
gray beard reaches to his navel. He 
is dressed in brocaded green robes 
and wears much jewelry on his hands, 
neck. ears, toes, and waist. A 


scraggly orange cat with a miashap- 
pen eye sits perched unsteadily on 
his shoulder 

Flanking him are several lords and 
ladies, the only ones whose curiosity 
has overcome their revulsion at the 
sight of you. Many of them are 
squirting perfume about and fanning 
the air in your direction. Stifling a 
burp, the lord addresses you in his 
most ofTicious voice: 

**I am the Lord Ivroigne (pro* 
nounced: E«e-vron*yshl, master wia- 
ard and Lord of Trintan. This fine 
animal (the cat. you assume) is my 
familiar, Guillame. You are human- 
oid swine and we spit upon you and 
your efforts to be civiliaed." In what 
is obviously a rehearsed action, ev* 
eryone in court spits 

ivroigne, looking satisfied, con- 
tinues. **I am told that you have 
business with me. Very well, then! 
Conduct your business and be done 
with it! Your presence offends us 
deeply and makes us feel not at all 
well!'* He takes a deep breath and 
siu back to a smattering of applause. 


Guillame topples off his shoulder and 
hits the floor, passing out. Everyone 
pretends not to notice. 


At this point, the PCs should hand 
over the diplomatic pouch if they have 
not already tampered with it (or if they 
have looked in it and decided to give it 
to Lord Ivroigne anyway). Fortunately, 
the lord has seen such pouches and 
accepts it readily. 

Ivroigne breaks the seal and opens 
the pouch, tipping it io the process, 
which causes a digusting looking 
mass to plop rather unceremomously 
onto his lap. Everyone in the place 
drswa a sharp breath in horror, with 
some of the ladies (and yes. some of 
the men) fainting trom the stench, if 
it*s any help, the smell revives Guil* 
lame. The cat siu up and looks at 
Ivroigne, at the party, at the mess on 
his master's lap. then curls into a 
fuxay orange ball and falls asleep. 

The icrd, hit face turning a deeper 
red than his nose, rises out of his 
chair. "Strike them! Ruin their 
dayl" he snarls. 


63 


DUNGEON 












RANK AMATEURS 


Yes» something is horribly wrong, but 
the PCs urerr warned, weren't they? 
Fortunately, the guards are so overcome 
by this disgusting turn of events that 
the PCs automatically get a round of 
free action before making an initiative 
chock. Running seems to be the beat 
choice and should be suggested by the 
conscientious DM. 

Ivroigne: AC 4: MU6; hp 12; MV 
I20T40'}; I AT 1; Dmg by spell or 
weapon type; Save MU6; ML 10; AL C; 
S 5. 1 17, W 10. D 16. C 5. Ch U; spells: 
magic mitsiie, shield, invisibility, web. 
hold person: magical items: ring of pro^ 
tecUon *3. 

In case of battle. Ivroigne has cant 
protection from evil and protection from 
normal missiles spells upon himself 
Guillame gives him no noticeable 
beneftts. 

Ivroigne has a deep rooted fear of 
humanoids. He has repeatedly pleaded 
to Glantn City for additional funds for 
more troops to strengthen his outer 
defenses. If at all possible. Ivroigne 
should not die in this adventure. 

Run Away! Run Away I 

There are several ways out of town. 

Five boats arc moored by the lord's 
castle, and the south gate of the citadel 


is open. Smart PCs could steal one or 
two boats and sail south down the Vesu- 
bia River. 

The PCs could also try to flee through 
the city gate by which they originally 
entered Trintan. Fortunately, there are 
only half a dozen guards at the gate 
during the day. The hue and cry from 
the castle will spread throughout the 
village in seven rounds. The PCs. if 
they run. can make the gate in six 
rounds. If they remember the horses 
stabled at the Dog and Bone, they can 
be out in four rounds. 

If Jerk is still waiting outside of town 
for the PCs. he runs along the banks of 
the river and eventually swims toward 
the boat if the PCs go by water. If they 
leave via the gate, he lobs rocks as 
artillery support to cover their escape. 

The Lord of IVintan will not send any 
guards out to chase the PCs. fearing an 
elaborate ruse (o draw out the village's 
defenses so that it can be sacked. The 
PCs should be able to make a good es- 
cape if they think tand act) fast. 

W$*ra BQQQa-QQOCk! 

It would sene Chief Mmm*Buhf right if 
the PCs never returned. They could go 
off on their own. wandering the Broken 
Lands and trying to put together a tribe 


of outcasts like themselves. This could 
be the start of a whole new campaign! 

If the PCs decide to return to their 
tribe and confront Chief Mmm-Buh!. 
read the following: 

You trudge back to the familiar lands 
of the Rude Mongrels, holding your 
heads high despite the humiliation, 
cold, suffering, injury, and all-around 
inconvenience you've been pul 
through. All of the tribe looks 
amazed to see you. A select few de- 
mand payment of many coins from 
an army of grumblers who glare at 
you. Bad losers, you guesa. 

Harridea) the kobold drops his 
scroll in amazement and snivels and 
simpers at your feet, promising to 
take you to Mmm-Buh! personally if 
only you do not kill him. You arrive 
at the Chiefs tent, where all of the 
tribe members you Maw during your 
initial briefing are here again. 
Mmm-Buh! looks amazed that you 
survived. His reaction is even more 
pronounced if Jerk is with the party!. 

The Chief shifts uncomfortably and 
clears his throat *'Wo]l. youse guys 
made it. huh? Well, uh . . it was a 
joke! Yeh! Joke! Okay? So . . . uh . . . 
you can keep da neat stuff, but wo 
can't pay ya anythin* else. Now git 
back to yer huts or else!" The trolls 
take a few steps closer and snarl. 


There are clearly loo many enemies to 
take on all at once, even for the PCs in 
their new state of riches. Needless to 
say. their adventures have gained them 
much prestige in the tribe, and they 
will not be kicked out to make room for 
Mmm-Buh's sleazy relatives. PCs who 
cannot stand the Chief anymore may 
try to start their own horde <PG, page 
32: DMB. pages 31-35). 

If Jerk is with the party. Chief Mmm- 
Buh! tries to sway the hill giant to his 
service. The Chief and one PC should 
make Reaction Rolls to see who gets a 
better reaction from Jerk, and therefore 
gets his loyalty. Mmm-Buh! has a Cha- 
risma of 17. 

Should Jerk stay with the party, the 
Chief will get very chummy with the 
PCs, calling them his "good friends.*' 
They will enjoy the pick of the spoils 
and a relatively good life, including 
some truly heroic missions. For in- 
stance, the Chief wants to send an en- 
voy to Darokin .... 0 


Mark Your Calendars 
Now!! 


Plan to Attend the World's Largest 
Gaming Convention. 



r 

90 

11 

^^12 


August 9th>12th, 1990 
at the MECCA Convention Center 
Milwaukee, WI 

OEN CON u « r«fUur»d ««rvio» aarlt of T8R, tne. 


64 Issue No. 22 






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Subficriptions 
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